diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 45688c47..d332903e 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -21,7 +21,7 @@ jobs: VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\ MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\ steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 - name: Install Dependencies shell: powershell @@ -209,7 +209,7 @@ jobs: Linux: runs-on: ubuntu-22.04 steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 - name: Install Dependencies run: | @@ -402,7 +402,7 @@ jobs: MacOS: runs-on: macos-latest steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 - name: Install Dependencies run: | @@ -462,7 +462,7 @@ jobs: iOS: runs-on: macos-latest steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 - name: Build example_apple_metal run: | @@ -472,7 +472,7 @@ jobs: Emscripten: runs-on: ubuntu-22.04 steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 - name: Install Dependencies run: | @@ -494,12 +494,12 @@ jobs: pushd emsdk-master source ./emsdk_env.sh popd - make -C examples/example_emscripten_wgpu + make -C examples/example_emscripten_wgpu -f Makefile.emscripten Android: runs-on: ubuntu-22.04 steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 - name: Build example_android_opengl3 run: | diff --git a/.github/workflows/static-analysis.yml b/.github/workflows/static-analysis.yml index caa9b3a4..69df5cdf 100644 --- a/.github/workflows/static-analysis.yml +++ b/.github/workflows/static-analysis.yml @@ -12,7 +12,7 @@ jobs: PVS-Studio: runs-on: ubuntu-22.04 steps: - - uses: actions/checkout@v3 + - uses: actions/checkout@v4 with: fetch-depth: 1 diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index abb6b9ad..ef1f13f3 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -27,7 +27,7 @@ // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. -// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index 48fee4bd..ea0b26ec 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. @@ -312,6 +313,24 @@ void ImGui_ImplDX9_Shutdown() IM_DELETE(bd); } +static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format) +{ + IDirect3D9* pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas @@ -323,18 +342,21 @@ static bool ImGui_ImplDX9_CreateFontsTexture() // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) #ifndef IMGUI_USE_BGRA_PACKED_COLOR - if (io.Fonts->TexPixelsUseColors) + const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + if (!rgba_support && io.Fonts->TexPixelsUseColors) { ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) *dst = IMGUI_COL_TO_DX9_ARGB(*src); pixels = (unsigned char*)dst_start; } +#else + const bool rgba_support = false; #endif // Upload texture to graphics system bd->FontTexture = nullptr; - if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) return false; D3DLOCKED_RECT tex_locked_rect; if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) @@ -347,7 +369,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture() io.Fonts->SetTexID((ImTextureID)bd->FontTexture); #ifndef IMGUI_USE_BGRA_PACKED_COLOR - if (io.Fonts->TexPixelsUseColors) + if (!rgba_support && io.Fonts->TexPixelsUseColors) ImGui::MemFree(pixels); #endif diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index b49c99bb..a968fe30 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -114,7 +114,7 @@ enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan + GlfwClientApi_Vulkan, }; struct ImGui_ImplGlfw_Data @@ -674,11 +674,9 @@ static void ImGui_ImplGlfw_UpdateMouseData() ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) { GLFWwindow* window = bd->Window; - #ifdef __EMSCRIPTEN__ const bool is_window_focused = true; #else diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index 0d703769..17935b1f 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -23,7 +23,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index a36a7ac2..b3a510bc 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -176,9 +176,20 @@ #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif -// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. -#ifdef GL_POLYGON_MODE -#define IMGUI_IMPL_HAS_POLYGON_MODE +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode() +#endif + +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif // Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. @@ -191,16 +202,6 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif -// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART -#endif - -// Desktop GL use extension detection -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS -#endif - // [Debugging] //#define IMGUI_IMPL_OPENGL_DEBUG #ifdef IMGUI_IMPL_OPENGL_DEBUG @@ -359,7 +360,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // Detect extensions we support bd->HasClipOrigin = (bd->GlVersion >= 450); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) @@ -411,7 +412,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif @@ -500,7 +501,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); @@ -639,7 +640,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { @@ -650,7 +651,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } -#endif // IMGUI_IMPL_HAS_POLYGON_MODE +#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); @@ -747,6 +748,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -920,6 +925,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif diff --git a/backends/imgui_impl_opengl3_loader.h b/backends/imgui_impl_opengl3_loader.h index 85c58c4e..4019f937 100644 --- a/backends/imgui_impl_opengl3_loader.h +++ b/backends/imgui_impl_opengl3_loader.h @@ -260,6 +260,8 @@ typedef khronos_intptr_t GLintptr; #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index b1ca5b03..b13d15ae 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -534,7 +534,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor() static void ImGui_ImplOSX_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 9f950bb1..7abeb0e8 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -21,6 +21,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) // 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) @@ -103,16 +104,23 @@ // SDL Data struct ImGui_ImplSDL2_Data { - SDL_Window* Window; - SDL_Renderer* Renderer; - Uint64 Time; - Uint32 MouseWindowID; - int MouseButtonsDown; - SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; - SDL_Cursor* LastMouseCursor; - int PendingMouseLeaveFrame; - char* ClipboardTextData; - bool MouseCanUseGlobalState; + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MouseLastLeaveFrame; + bool MouseCanUseGlobalState; + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL2_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -368,16 +376,22 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) if (window_event == SDL_WINDOWEVENT_ENTER) { bd->MouseWindowID = event->window.windowID; - bd->PendingMouseLeaveFrame = 0; + bd->MouseLastLeaveFrame = 0; } if (window_event == SDL_WINDOWEVENT_LEAVE) - bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) io.AddFocusEvent(true); else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) io.AddFocusEvent(false); return true; } + case SDL_CONTROLLERDEVICEADDED: + case SDL_CONTROLLERDEVICEREMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } } return false; } @@ -414,6 +428,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) io.ClipboardUserData = nullptr; io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData; + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); @@ -501,6 +519,8 @@ bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) return ImGui_ImplSDL2_Init(window, nullptr); } +static void ImGui_ImplSDL2_CloseGamepads(); + void ImGui_ImplSDL2_Shutdown() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); @@ -511,7 +531,7 @@ void ImGui_ImplSDL2_Shutdown() SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_FreeCursor(bd->MouseCursors[cursor_n]); - bd->LastMouseCursor = nullptr; + ImGui_ImplSDL2_CloseGamepads(); io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; @@ -567,59 +587,118 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() { // Show OS mouse cursor SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->LastMouseCursor != expected_cursor) + if (bd->MouseLastCursor != expected_cursor) { SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) - bd->LastMouseCursor = expected_cursor; + bd->MouseLastCursor = expected_cursor; } SDL_ShowCursor(SDL_TRUE); } } +static void ImGui_ImplSDL2_CloseGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + for (SDL_GameController* gamepad : bd->Gamepads) + SDL_GameControllerClose(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_CloseGamepads(); + if (mode == ImGui_ImplSDL2_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) +{ + bool merged_value = false; + for (SDL_GameController* gamepad : bd->Gamepads) + merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_GameController* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + static void ImGui_ImplSDL2_UpdateGamepads() { + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; - // Get gamepad + // Update list of controller(s) to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + { + ImGui_ImplSDL2_CloseGamepads(); + int joystick_count = SDL_NumJoysticks(); + for (int n = 0; n < joystick_count; n++) + if (SDL_IsGameController(n)) + if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - SDL_GameController* game_controller = SDL_GameControllerOpen(0); - if (!game_controller) + if (bd->Gamepads.Size == 0) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs - #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) - #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } - #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } - const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. - MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); - MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); - MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); - MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); - MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); - MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); - MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); - MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); - #undef MAP_BUTTON - #undef MAP_ANALOG + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); } void ImGui_ImplSDL2_NewFrame() @@ -651,10 +730,10 @@ void ImGui_ImplSDL2_NewFrame() io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; - if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { bd->MouseWindowID = 0; - bd->PendingMouseLeaveFrame = 0; + bd->MouseLastLeaveFrame = 0; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index dd5e047e..7020a29e 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -24,6 +24,7 @@ struct SDL_Window; struct SDL_Renderer; +struct _SDL_GameController; typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); @@ -36,8 +37,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter -#endif +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index d41a5e46..4bb646de 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -10,7 +10,7 @@ // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Missing features: -// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -22,6 +22,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME. +// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode(). // 2023-11-13: Updated for recent SDL3 API changes. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. // 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) @@ -61,16 +63,23 @@ // SDL Data struct ImGui_ImplSDL3_Data { - SDL_Window* Window; - SDL_Renderer* Renderer; - Uint64 Time; - Uint32 MouseWindowID; - int MouseButtonsDown; - SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; - SDL_Cursor* LastMouseCursor; - int PendingMouseLeaveFrame; - char* ClipboardTextData; - bool MouseCanUseGlobalState; + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MousePendingLeaveFrame; + bool MouseCanUseGlobalState; + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL3_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -109,6 +118,11 @@ static void ImGui_ImplSDL3_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeDa r.w = 1; r.h = (int)data->InputLineHeight; SDL_SetTextInputRect(&r); + SDL_StartTextInput(); + } + else + { + SDL_StopTextInput(); } } @@ -312,7 +326,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_WINDOW_MOUSE_ENTER: { bd->MouseWindowID = event->window.windowID; - bd->PendingMouseLeaveFrame = 0; + bd->MousePendingLeaveFrame = 0; return true; } // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, @@ -321,7 +335,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) // FIXME: Unconfirmed whether this is still needed with SDL3. case SDL_EVENT_WINDOW_MOUSE_LEAVE: { - bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; return true; } case SDL_EVENT_WINDOW_FOCUS_GAINED: @@ -330,6 +344,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_WINDOW_FOCUS_LOST: io.AddFocusEvent(false); return true; + case SDL_EVENT_GAMEPAD_ADDED: + case SDL_EVENT_GAMEPAD_REMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } } return false; } @@ -378,6 +398,10 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void io.ClipboardUserData = nullptr; io.SetPlatformImeDataFn = ImGui_ImplSDL3_SetPlatformImeData; + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + // Load mouse cursors bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); @@ -445,6 +469,8 @@ bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) return ImGui_ImplSDL3_Init(window, nullptr, nullptr); } +static void ImGui_ImplSDL3_CloseGamepads(); + void ImGui_ImplSDL3_Shutdown() { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); @@ -455,7 +481,7 @@ void ImGui_ImplSDL3_Shutdown() SDL_free(bd->ClipboardTextData); for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) SDL_DestroyCursor(bd->MouseCursors[cursor_n]); - bd->LastMouseCursor = nullptr; + ImGui_ImplSDL3_CloseGamepads(); io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; @@ -514,59 +540,119 @@ static void ImGui_ImplSDL3_UpdateMouseCursor() { // Show OS mouse cursor SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->LastMouseCursor != expected_cursor) + if (bd->MouseLastCursor != expected_cursor) { SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) - bd->LastMouseCursor = expected_cursor; + bd->MouseLastCursor = expected_cursor; } SDL_ShowCursor(); } } +static void ImGui_ImplSDL3_CloseGamepads() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + for (SDL_Gamepad* gamepad : bd->Gamepads) + SDL_CloseGamepad(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_CloseGamepads(); + if (mode == ImGui_ImplSDL3_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no) +{ + bool merged_value = false; + for (SDL_Gamepad* gamepad : bd->Gamepads) + merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_Gamepad* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + static void ImGui_ImplSDL3_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); - // Get gamepad + // Update list of gamepads to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + { + ImGui_ImplSDL3_CloseGamepads(); + int sdl_gamepads_count = 0; + SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count); + for (int n = 0; n < sdl_gamepads_count; n++) + if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) + break; + } + SDL_free(sdl_gamepads); + bd->WantUpdateGamepadsList = false; + } + + // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; - SDL_Gamepad* gamepad = SDL_OpenGamepad(0); - if (!gamepad) + if (bd->Gamepads.Size == 0) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs - #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) - #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GetGamepadButton(gamepad, BUTTON_NO) != 0); } - #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GetGamepadAxis(gamepad, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } - const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. - MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); - MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); - MAP_BUTTON(ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); - MAP_BUTTON(ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); - MAP_ANALOG(ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); - MAP_ANALOG(ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); - MAP_BUTTON(ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); - MAP_BUTTON(ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); - #undef MAP_BUTTON - #undef MAP_ANALOG + const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value. + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); } void ImGui_ImplSDL3_NewFrame() @@ -595,10 +681,10 @@ void ImGui_ImplSDL3_NewFrame() io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; - if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { bd->MouseWindowID = 0; - bd->PendingMouseLeaveFrame = 0; + bd->MousePendingLeaveFrame = 0; io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); } diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index 9baa7e68..eafb3474 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -10,7 +10,7 @@ // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // Missing features: -// [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [ ] Platform: IME SUPPORT IS BROKEN IN SDL3 BECAUSE INPUTS GETS SENT TO BOTH APP AND IME + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. @@ -26,6 +26,7 @@ struct SDL_Window; struct SDL_Renderer; +struct SDL_Gamepad; typedef union SDL_Event SDL_Event; IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); @@ -38,4 +39,9 @@ IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index fcef4f5d..01cd1a30 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -20,6 +20,7 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. // 2023-05-30: Initial version. #include "imgui.h" @@ -129,10 +130,12 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) struct BackupSDLRendererState { SDL_Rect Viewport; + bool ViewportEnabled; bool ClipEnabled; SDL_Rect ClipRect; }; BackupSDLRendererState old = {}; + old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE; old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE; SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport); SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect); @@ -178,11 +181,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); -#if SDL_VERSION_ATLEAST(2,0,19) const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ -#else - const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 -#endif // Bind texture, Draw SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); @@ -197,7 +196,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) } // Restore modified SDL_Renderer state - SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport); + SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr); SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); } diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 47e6fd82..a8962ecd 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -33,8 +33,12 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. +// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. +// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) +// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189). // 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) -// 2024-01-03: Vulkan: Stoped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. +// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. // 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) // 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. // *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend. @@ -91,14 +95,14 @@ #endif // Forward Declarations -struct ImGui_ImplVulkanH_FrameRenderBuffers; -struct ImGui_ImplVulkanH_WindowRenderBuffers; +struct ImGui_ImplVulkan_FrameRenderBuffers; +struct ImGui_ImplVulkan_WindowRenderBuffers; bool ImGui_ImplVulkan_CreateDeviceObjects(); void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); -void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); @@ -182,15 +186,14 @@ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) #undef IMGUI_VULKAN_FUNC_DEF #endif // VK_NO_PROTOTYPES -#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) -#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; #endif // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() // [Please zero-clear before use!] -struct ImGui_ImplVulkanH_FrameRenderBuffers +struct ImGui_ImplVulkan_FrameRenderBuffers { VkDeviceMemory VertexBufferMemory; VkDeviceMemory IndexBufferMemory; @@ -202,24 +205,22 @@ struct ImGui_ImplVulkanH_FrameRenderBuffers // Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers // [Please zero-clear before use!] -struct ImGui_ImplVulkanH_WindowRenderBuffers +struct ImGui_ImplVulkan_WindowRenderBuffers { uint32_t Index; uint32_t Count; - ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; + ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers; }; // Vulkan data struct ImGui_ImplVulkan_Data { ImGui_ImplVulkan_InitInfo VulkanInitInfo; - VkRenderPass RenderPass; VkDeviceSize BufferMemoryAlignment; VkPipelineCreateFlags PipelineCreateFlags; VkDescriptorSetLayout DescriptorSetLayout; VkPipelineLayout PipelineLayout; VkPipeline Pipeline; - uint32_t Subpass; VkShaderModule ShaderModuleVert; VkShaderModule ShaderModuleFrag; @@ -233,7 +234,7 @@ struct ImGui_ImplVulkan_Data VkCommandBuffer FontCommandBuffer; // Render buffers for main window - ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; + ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; ImGui_ImplVulkan_Data() { @@ -385,7 +386,13 @@ static void check_vk_result(VkResult err) v->CheckVkResultFn(err); } -static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) +// Same as IM_MEMALIGN(). 'alignment' must be a power of two. +static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment) +{ + return (size + alignment - 1) & ~(alignment - 1); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; @@ -395,10 +402,10 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory if (buffer_memory != VK_NULL_HANDLE) vkFreeMemory(v->Device, buffer_memory, v->Allocator); - VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; + VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment); VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; - buffer_info.size = vertex_buffer_size_aligned; + buffer_info.size = buffer_size_aligned; buffer_info.usage = usage; buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); @@ -407,20 +414,19 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory VkMemoryRequirements req; vkGetBufferMemoryRequirements(v->Device, buffer, &req); bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; - VkDeviceSize size = IM_MAX(v->MinAllocationSize, req.size); VkMemoryAllocateInfo alloc_info = {}; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; - alloc_info.allocationSize = size; + alloc_info.allocationSize = req.size; alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); check_vk_result(err); err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); check_vk_result(err); - p_buffer_size = size; + buffer_size = buffer_size_aligned; } -static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); @@ -479,23 +485,23 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm pipeline = bd->Pipeline; // Allocate array to store enough vertex/index buffers - ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; + ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; if (wrb->FrameRenderBuffers == nullptr) { wrb->Index = 0; wrb->Count = v->ImageCount; - wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); - memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); } IM_ASSERT(wrb->Count == v->ImageCount); wrb->Index = (wrb->Index + 1) % wrb->Count; - ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; if (draw_data->TotalVtxCount > 0) { // Create or resize the vertex/index buffers - size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); - size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); + size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); + size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) @@ -504,9 +510,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm // Upload vertex/index data into a single contiguous GPU buffer ImDrawVert* vtx_dst = nullptr; ImDrawIdx* idx_dst = nullptr; - VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)&vtx_dst); + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst); check_vk_result(err); - err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)&idx_dst); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); check_vk_result(err); for (int n = 0; n < draw_data->CmdListsCount; n++) { @@ -946,13 +952,11 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC info.subpass = subpass; #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING - VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {}; - pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR; - pipelineRenderingCreateInfo.colorAttachmentCount = 1; - pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat; if (bd->VulkanInitInfo.UseDynamicRendering) { - info.pNext = &pipelineRenderingCreateInfo; + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL"); + info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. } #endif @@ -1017,7 +1021,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() check_vk_result(err); } - ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); return true; } @@ -1026,7 +1030,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; - ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); ImGui_ImplVulkan_DestroyFontsTexture(); if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; } @@ -1067,7 +1071,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch return true; } -bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) { IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); @@ -1102,11 +1106,9 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend IM_ASSERT(info->MinImageCount >= 2); IM_ASSERT(info->ImageCount >= info->MinImageCount); if (info->UseDynamicRendering == false) - IM_ASSERT(render_pass != VK_NULL_HANDLE); + IM_ASSERT(info->RenderPass != VK_NULL_HANDLE); bd->VulkanInitInfo = *info; - bd->RenderPass = render_pass; - bd->Subpass = info->Subpass; ImGui_ImplVulkan_CreateDeviceObjects(); @@ -1145,7 +1147,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err = vkDeviceWaitIdle(v->Device); check_vk_result(err); - ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); bd->VulkanInitInfo.MinImageCount = min_image_count; } @@ -1192,6 +1194,26 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); } +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + IM_FREE(buffers->FrameRenderBuffers); + buffers->FrameRenderBuffers = nullptr; + buffers->Index = 0; + buffers->Count = 0; +} + //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) @@ -1279,15 +1301,13 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) { IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); - (void)physical_device; - (void)allocator; + IM_UNUSED(physical_device); // Create Command Buffers VkResult err; for (uint32_t i = 0; i < wd->ImageCount; i++) { ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; - ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkCommandPoolCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; @@ -1312,6 +1332,11 @@ void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_devi err = vkCreateFence(device, &info, allocator, &fd->Fence); check_vk_result(err); } + } + + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + { + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; { VkSemaphoreCreateInfo info = {}; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; @@ -1347,10 +1372,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. // Destroy old Framebuffer for (uint32_t i = 0; i < wd->ImageCount; i++) - { ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); - } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = nullptr; @@ -1409,11 +1433,12 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); check_vk_result(err); - IM_ASSERT(wd->Frames == nullptr); + IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr); + wd->SemaphoreCount = wd->ImageCount + 1; wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); - wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount); memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); - memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount); for (uint32_t i = 0; i < wd->ImageCount; i++) wd->Frames[i].Backbuffer = backbuffers[i]; } @@ -1459,7 +1484,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V // We do not create a pipeline by default as this is also used by examples' main.cpp, // but secondary viewport in multi-viewport mode may want to create one with: - //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass); } // Create The Image Views @@ -1520,10 +1545,9 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui //vkQueueWaitIdle(bd->Queue); for (uint32_t i = 0; i < wd->ImageCount; i++) - { ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); - } IM_FREE(wd->Frames); IM_FREE(wd->FrameSemaphores); wd->Frames = nullptr; @@ -1556,26 +1580,6 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; } -void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) -{ - if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } - if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } - if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } - if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } - buffers->VertexBufferSize = 0; - buffers->IndexBufferSize = 0; -} - -void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) -{ - for (uint32_t n = 0; n < buffers->Count; n++) - ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); - IM_FREE(buffers->FrameRenderBuffers); - buffers->FrameRenderBuffers = nullptr; - buffers->Index = 0; - buffers->Count = 0; -} - //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 490fbb04..f77fc235 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -46,9 +46,20 @@ #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #define VK_NO_PROTOTYPES #endif +#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) +#define NOMINMAX #include +#else +#include +#endif +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) +#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#endif // Initialization data, for ImGui_ImplVulkan_Init() +// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, +// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. +// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. // [Please zero-clear before use!] struct ImGui_ImplVulkan_InitInfo { @@ -57,25 +68,31 @@ struct ImGui_ImplVulkan_InitInfo VkDevice Device; uint32_t QueueFamily; VkQueue Queue; + VkDescriptorPool DescriptorPool; // See requirements in note above + VkRenderPass RenderPass; // Ignored if using dynamic rendering + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + + // (Optional) VkPipelineCache PipelineCache; - VkDescriptorPool DescriptorPool; uint32_t Subpass; - uint32_t MinImageCount; // >= 2 - uint32_t ImageCount; // >= MinImageCount - VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT) - // Dynamic Rendering (Optional) - bool UseDynamicRendering; // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. - VkFormat ColorAttachmentFormat; // Required for dynamic rendering + // (Optional) Dynamic Rendering + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. + bool UseDynamicRendering; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; +#endif - // Allocation, Debugging + // (Optional) Allocation, Debugging const VkAllocationCallbacks* Allocator; void (*CheckVkResultFn)(VkResult err); VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. }; // Called by user code -IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); @@ -155,6 +172,7 @@ struct ImGui_ImplVulkanH_Window VkClearValue ClearValue; uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) ImGui_ImplVulkanH_Frame* Frames; ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index 638e9fd2..618dbb4c 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -16,6 +16,10 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) +// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. +// 2024-01-22: Fixed pipeline layout leak. (#7245) +// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults. // 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) // 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. // 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). @@ -72,16 +76,17 @@ struct Uniforms struct ImGui_ImplWGPU_Data { - WGPUDevice wgpuDevice = nullptr; - WGPUQueue defaultQueue = nullptr; - WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; - WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; - WGPURenderPipeline pipelineState = nullptr; + ImGui_ImplWGPU_InitInfo initInfo; + WGPUDevice wgpuDevice = nullptr; + WGPUQueue defaultQueue = nullptr; + WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; + WGPURenderPipeline pipelineState = nullptr; - RenderResources renderResources; - FrameResources* pFrameResources = nullptr; - unsigned int numFramesInFlight = 0; - unsigned int frameIndex = UINT_MAX; + RenderResources renderResources; + FrameResources* pFrameResources = nullptr; + unsigned int numFramesInFlight = 0; + unsigned int frameIndex = UINT_MAX; }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts @@ -179,6 +184,12 @@ static void SafeRelease(WGPUBuffer& res) wgpuBufferRelease(res); res = nullptr; } +static void SafeRelease(WGPUPipelineLayout& res) +{ + if (res) + wgpuPipelineLayoutRelease(res); + res = nullptr; +} static void SafeRelease(WGPURenderPipeline& res) { if (res) @@ -565,9 +576,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; - graphics_pipeline_desc.multisample.count = 1; - graphics_pipeline_desc.multisample.mask = UINT_MAX; - graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; + graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; // Bind group layouts WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; @@ -654,7 +663,13 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() depth_stencil_state.depthWriteEnabled = false; depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; // Configure disabled depth-stencil state graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; @@ -684,6 +699,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() SafeRelease(vertex_shader_desc.module); SafeRelease(pixel_shader_desc.module); + SafeRelease(graphics_pipeline_desc.layout); SafeRelease(bg_layouts[0]); return true; @@ -705,7 +721,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects() SafeRelease(bd->pFrameResources[i]); } -bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) +bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); @@ -716,11 +732,12 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur io.BackendRendererName = "imgui_impl_webgpu"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - bd->wgpuDevice = device; + bd->initInfo = *init_info; + bd->wgpuDevice = init_info->Device; bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); - bd->renderTargetFormat = rt_format; - bd->depthStencilFormat = depth_format; - bd->numFramesInFlight = num_frames_in_flight; + bd->renderTargetFormat = init_info->RenderTargetFormat; + bd->depthStencilFormat = init_info->DepthStencilFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; bd->frameIndex = UINT_MAX; bd->renderResources.FontTexture = nullptr; @@ -733,8 +750,8 @@ bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextur bd->renderResources.ImageBindGroupLayout = nullptr; // Create buffers with a default size (they will later be grown as needed) - bd->pFrameResources = new FrameResources[num_frames_in_flight]; - for (int i = 0; i < num_frames_in_flight; i++) + bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; + for (int i = 0; i < bd->numFramesInFlight; i++) { FrameResources* fr = &bd->pFrameResources[i]; fr->IndexBuffer = nullptr; diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index 14d9fccc..2e19ea36 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -20,7 +20,24 @@ #include -IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device; + int NumFramesInFlight = 3; + WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; + WGPUMultisampleState PipelineMultisampleState = {}; + + ImGui_ImplWGPU_InitInfo() + { + PipelineMultisampleState.count = 1; + PipelineMultisampleState.mask = UINT32_MAX; + PipelineMultisampleState.alphaToCoverageEnabled = false; + } +}; + +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dcf12032..e4af7859 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -35,6 +35,199 @@ HOW TO UPDATE? and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. - Please report any issue! +----------------------------------------------------------------------- + VERSION 1.90.6 WIP (In Progress) +----------------------------------------------------------------------- + +Breaking changes: + +Other changes: + +- Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. + It is possible that some prior manual use of ImFontConfig::GlyphOffset may become + duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC] +- Text, DrawList: Improved handling of long single-line wrapped text. Faster and + mitigitate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720) +- Backends: SDL3: Fixed text inputs. Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() + as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky] + + +----------------------------------------------------------------------- + VERSION 1.90.5 (Released 2024-04-11) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.5 + +Breaking changes: + +- More formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. + It has been unnecessary and a no-op since 1.87 (it returns the same value as passed + when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) --> IsKeyPressed(ImGuiKey_XXX) +- ImDrawList: Merged the radius_x/radius_y parameters in AddEllipse(), AddEllipseFilled() + and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those + functions were added recently in 1.90, we are not adding inline redirection functions. + The transition is easy and should affect few users. (#2743, #7417) [@cfillion] + +Other changes: + +- Windows: Scrollbar visibility decision uses current size when both size and contents + size are submitted by API. (#7252) +- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369) +- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner + grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion] +- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping + should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion] + Adjust those resizing limits to match window padding rather than inner clipping rectangle. +- Tables: Fixed auto-width columns when using synced-instances of same table, width of + one instance would bleed into next one instead of sharing their widths. (#7218) +- Tables: Angled headers: fixed border hit box extending beyond when used within + non-scrollable tables. (#7416) [@cfillion] +- Tables: Angled headers: fixed borders not moving back up after TableAngleHeadersRow() + stops being called. (#7416) [@cfillion] +- Tables: Angled headers: rounding header size to nearest integers, fixes some issues + when using clipper. +- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive + frames would erroneously close the window. While it is technically a popup issue + it would generally manifest when fast moving the mouse bottom to top in a sub-menu. + (#7325, #7287, #7063) +- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451) +- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled ListBox(). +- Drags, Sliders, Inputs: Fixed io.PlatformLocaleDecimalPoint decimal point localization + feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC] +- Style: Added ImGuiStyleVar_TabBorderSize, ImGuiStyleVar_TableAngledHeadersAngle for + consistency. (#7411) [@cfillion] +- DrawList: Added AddConcavePolyFilled(), PathFillConcave() concave filling. (#760) [@thedmd] + Note that only simple polygons (no self-intersections, no holes) are supported. +- DrawList: Allow AddText() to accept null ranges. (#3615, 7391) +- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery + of interesting resources, because github doesn't allow Wiki to be crawled by search engines. + - This is the main wiki: https://github.com/ocornut/imgui/wiki + - This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki + Adding a link to the crawlable version, even though it is not intended for humans, + to increase its search rank. + + +----------------------------------------------------------------------- + VERSION 1.90.4 (Released 2024-02-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.4 + +Other changes: + +- Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on + windows with the ImGuiWindowFlags_NoNavInputs flag (regression in 1.90.2, which + among other things broke imgui_memory_editor). +- Menus, Popups: Fixed an issue where hovering a parent-menu upward would + erroneously close the window. (#7325, #7287, #7063) +- Popups: Fixed resizable popup minimum size being too small. Standardized minimum + size logic. (#7329). +- Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by + BeginPopupModal(). (#7340) +- Tables: Angled headers: fixed support for multi-line labels. (#6917) +- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917) +- Tables: Angled headers: properly registers horizontal component of angled headers + for auto-resizing of columns. (#6917) +- Tables: Angled headers: fixed TableAngledHeadersRow() incorrect background fill + drawn too low, particularly visible with tables that have no scrolling. (#6917) +- ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars, + where in some situations the rounded section wouldn't follow regular tessellation rules. +- Debug Tools: Item Picker: Promoted ImGui::DebugStartItemPicker() to public API. (#2673) +- Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless + io.ConfigDebugIsDebuggerPresent is set. (#2673) +- Misc: Added optional alpha multiplier parameter to GetColorU32(ImU32) variant. +- Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), + PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. + + +----------------------------------------------------------------------- + VERSION 1.90.3 (Released 2024-02-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.3 + +Breaking changes: + +- Backends: SDL2: Removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which + was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() is fine. +- Backends: Vulkan: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to + ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. (#7308) [@shawnhatori] +- Backends: Vulkan: Using dynamic rendering now require filling the PipelineRenderingCreateInfo + structure in ImGui_ImplVulkan_InitInfo, allowing to configure color/depth/stencil formats. + Removed ColorAttachmentFormat field previously provided for dynamic rendering. + (#7166, #6855, #5446, #5037) [@shawnhatori] + +Other changes: + +- Menus, Popups: Fixed menus and popups with ChildWindow flag erroneously not displaying + a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo] +- Backends: SDL2, SDL3: Handle gamepad disconnection + fixed increasing gamepad reference + counter continuously. Added support for multiple simultaneous gamepads. + Added ImGui_ImplSDL2_SetGamepadMode()) function to select whether to automatically pick + first available gamepad, all gamepads, or specific gamepads. + (#3884, #6559, #6890, #7180) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro] +- Backends: SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro] +- Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore + a wrong viewport if none was initially set. +- Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side + conversion. (#6575) [@Demonese] +- Internals: Fixed ImFileOpen not working before context is created, preventing creation + of a font atlas before main context creation. (#7314, #7315) [@PathogenDavid, @ocornut] + + +----------------------------------------------------------------------- + VERSION 1.90.2 (Released 2024-02-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.2 + +Breaking changes: + +- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing + to 'void* ImGuiViewport::PlatformHandleRaw'. +- Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure + instead of variety of parameters, allowing for easier further changes. (#7240) + +Other changes: + +- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. +- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing + the hover highlight to stay even while another item is activated. +- Nav: Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope, + regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz] +- Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) +- Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on + individual left/right alt key without interfering with the other. +- Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow from making the child menu + reopen and flicker (using ImGuiPopupFlags_NoReopen). +- Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it. +- Popups: OpenPopup(): added ImGuiPopupFlags_NoReopen flag to specifically not close and reopen + a popup when it is already open. (#1497, #1533) + (Note that this differs from specific handling we already have in place for the case of calling + OpenPopup() repeatedly every frame: we already didn't reopen in that specific situation, otherwise + the effect would be very disastrous in term of confusion, as reopening would steal focus). +- Popups: Slight change to popup closing logic (e.g. after focusing another window) which skipped + over popups that are also child windows. +- Combo: Fixed not reusing windows optimally when used inside a popup stack. +- Debug Tools: Metrics: Fixed debug break in SetShortcutRouting() not handling ImGuiMod_Shortcut redirect. +- Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. +- Debug Tools: Debug Log: Added "Input Routing" logging. +- Debug Tools: Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) [@Peter0x44] +- Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by + allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois] +- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) +- Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) +- Backends: WebGPU: Added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) +- Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn + update stopped setting default values. (#7232) [@GrigoryGraborenko] +- Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya] +- Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253) +- Internals: Many improvements related to yet unpublicized shortcut routing and input ownership systems. +- Internals: InputText: Added internal helpers to force reload of user-buf when active. (#2890) [@kudaba, @ocornut] + Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968), + and useful for interactive completion/suggestions popups (#2057, #718) + ----------------------------------------------------------------------- VERSION 1.90.1 (Released 2024-01-10) @@ -90,6 +283,9 @@ Other changes: - Color Editors: - ColorEdit: Layout tweaks for very small sizes. (#7120, #7121) - ColorPicker: Fixed saturation/value cursor radius not scaling properly. +- Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt, + without having to draw an unsaved document marker (ImGuiTabItemFlags_UnsavedDocument sets + _NoAssumedClosure automatically). (#7084) - Debug Tools: - Added io.ConfigDebugIsDebuggerPresent option. When enabled, this adds buttons in various locations of Metrics/Debugger to manually request a debugger break: @@ -256,7 +452,7 @@ Other changes: with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually. - Tables: - Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected - columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. + columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option. (#6917) - Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header. - Fixed an edge-case when no columns are visible + table scrollbar is visible + user code is always testing return value of TableSetColumnIndex() to coarse clip. With an active @@ -3530,8 +3726,6 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v Breaking Changes: -- Tabs: Added ImGuiTabItemFlags_NoAssumedClosure to enable app to react on closure attempt, without having to draw - an unsaved document marker (ImGuiTabItemFlags_UnsavedDocument sets _NoAssumedClosure automatically). (#7084) - DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, diff --git a/docs/CONTRIBUTING.md b/docs/CONTRIBUTING.md index 7d6738dc..5cc9cdb5 100644 --- a/docs/CONTRIBUTING.md +++ b/docs/CONTRIBUTING.md @@ -58,7 +58,7 @@ Steps: - Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site. **Some unfortunate words of warning** -- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity. +- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity. - Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed. If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context. diff --git a/docs/FAQ.md b/docs/FAQ.md index c86cc136..65824781 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -621,7 +621,7 @@ You may take a look at: - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) -- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) +- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding) - [Gallery](https://github.com/ocornut/imgui/issues/6897) ##### [Return to Index](#index) @@ -664,7 +664,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci # Q&A: Community ### Q: How can I help? -- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. +- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page. - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). - If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. diff --git a/docs/FONTS.md b/docs/FONTS.md index cbf13e13..df8b610e 100644 --- a/docs/FONTS.md +++ b/docs/FONTS.md @@ -53,7 +53,7 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time. This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. Some solutions: -- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality looss. +- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss. Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample). - Reduce glyphs ranges by calculating them from source localization data. You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! diff --git a/docs/README.md b/docs/README.md index 27467920..37267d39 100644 --- a/docs/README.md +++ b/docs/README.md @@ -11,12 +11,12 @@ Dear ImGui Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
  _E-mail: contact @ dearimgui dot com_ -
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page. +
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page. | [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) | :----------------------------------------------------------: | -| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) | -| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | +| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | ### The Pitch @@ -39,7 +39,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling), ### Usage -**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. +**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. **Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. @@ -139,6 +139,8 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. ### Gallery +Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). + For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. @@ -160,6 +162,8 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes). See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing. +For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)). + Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully. Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). @@ -170,7 +174,7 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)! How to help ----------- @@ -180,13 +184,13 @@ How to help - See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues). - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. -- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). +- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). Sponsors -------- Ongoing Dear ImGui development is and has been financially supported by users and private sponsors. -
Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details. +
Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** @@ -203,7 +207,7 @@ Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or ind Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). -Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com). +Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com). Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it." diff --git a/examples/example_emscripten_wgpu/Makefile b/examples/example_emscripten_wgpu/Makefile.emscripten similarity index 100% rename from examples/example_emscripten_wgpu/Makefile rename to examples/example_emscripten_wgpu/Makefile.emscripten diff --git a/examples/example_emscripten_wgpu/README.md b/examples/example_emscripten_wgpu/README.md index c4c4dec7..e60025da 100644 --- a/examples/example_emscripten_wgpu/README.md +++ b/examples/example_emscripten_wgpu/README.md @@ -6,7 +6,7 @@ - You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. -- Then build using `make` while in the `example_emscripten_wgpu/` directory. +- Then build using `make -f Makefile.emscripten` while in the `example_emscripten_wgpu/` directory. - Requires recent Emscripten as WGPU is still a work-in-progress API. diff --git a/examples/example_emscripten_wgpu/main.cpp b/examples/example_emscripten_wgpu/main.cpp index 590453c1..43e93a2a 100644 --- a/examples/example_emscripten_wgpu/main.cpp +++ b/examples/example_emscripten_wgpu/main.cpp @@ -11,13 +11,20 @@ #include "imgui_impl_glfw.h" #include "imgui_impl_wgpu.h" #include +#ifdef __EMSCRIPTEN__ #include #include #include +#endif #include #include #include +// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. +#ifdef __EMSCRIPTEN__ +#include "../libs/emscripten/emscripten_mainloop_stub.h" +#endif + // Global WebGPU required states static WGPUDevice wgpu_device = nullptr; static WGPUSurface wgpu_surface = nullptr; @@ -27,15 +34,32 @@ static int wgpu_swap_chain_width = 0; static int wgpu_swap_chain_height = 0; // Forward declarations -static void MainLoopStep(void* window); static bool InitWGPU(); -static void print_glfw_error(int error, const char* description); -static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*); +static void CreateSwapChain(int width, int height); + +static void glfw_error_callback(int error, const char* description) +{ + printf("GLFW Error %d: %s\n", error, description); +} + +static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*) +{ + const char* error_type_lbl = ""; + switch (error_type) + { + case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; + case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; + case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; + case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; + default: error_type_lbl = "Unknown"; + } + printf("%s error: %s\n", error_type_lbl, message); +} // Main code int main(int, char**) { - glfwSetErrorCallback(print_glfw_error); + glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; @@ -43,11 +67,8 @@ int main(int, char**) // This needs to be done explicitly later. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); - if (!window) - { - glfwTerminate(); + if (window == nullptr) return 1; - } // Initialize the WebGPU environment if (!InitWGPU()) @@ -66,18 +87,21 @@ int main(int, char**) io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. - // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. - io.IniFilename = nullptr; - // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); // Setup Platform/Renderer backends ImGui_ImplGlfw_InitForOther(window, true); +#ifdef __EMSCRIPTEN__ ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas"); - ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined); +#endif + ImGui_ImplWGPU_InitInfo init_info; + init_info.Device = wgpu_device; + init_info.NumFramesInFlight = 3; + init_info.RenderTargetFormat = wgpu_preferred_fmt; + init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; + ImGui_ImplWGPU_Init(&init_info); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. @@ -99,10 +123,118 @@ int main(int, char**) //IM_ASSERT(font != nullptr); #endif - // This function will directly return and exit the main function. - // Make sure that no required objects get cleaned up. - // This way we can use the browsers 'requestAnimationFrame' to control the rendering. - emscripten_set_main_loop_arg(MainLoopStep, window, 0, false); + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop +#ifdef __EMSCRIPTEN__ + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = nullptr; + EMSCRIPTEN_MAINLOOP_BEGIN +#else + while (!glfwWindowShouldClose(window)) +#endif + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // React to changes in screen size + int width, height; + glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); + if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) + { + ImGui_ImplWGPU_InvalidateDeviceObjects(); + CreateSwapChain(width, height); + ImGui_ImplWGPU_CreateDeviceObjects(); + } + + // Start the Dear ImGui frame + ImGui_ImplWGPU_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + + WGPURenderPassColorAttachment color_attachments = {}; + color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + color_attachments.loadOp = WGPULoadOp_Clear; + color_attachments.storeOp = WGPUStoreOp_Store; + color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); + + WGPURenderPassDescriptor render_pass_desc = {}; + render_pass_desc.colorAttachmentCount = 1; + render_pass_desc.colorAttachments = &color_attachments; + render_pass_desc.depthStencilAttachment = nullptr; + + WGPUCommandEncoderDescriptor enc_desc = {}; + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); + ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); + wgpuRenderPassEncoderEnd(pass); + + WGPUCommandBufferDescriptor cmd_buffer_desc = {}; + WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); + WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); + wgpuQueueSubmit(queue, 1, &cmd_buffer); + } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif + + // Cleanup + ImGui_ImplWGPU_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); return 0; } @@ -113,7 +245,7 @@ static bool InitWGPU() if (!wgpu_device) return false; - wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr); + wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); // Use C++ wrapper due to misbehavior in Emscripten. // Some offset computation for wgpuInstanceCreateSurface in JavaScript @@ -128,127 +260,22 @@ static bool InitWGPU() wgpu::Surface surface = instance.CreateSurface(&surface_desc); wgpu::Adapter adapter = {}; wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); - wgpu_surface = surface.Release(); + wgpu_surface = surface.MoveToCHandle(); return true; } -static void MainLoopStep(void* window) +static void CreateSwapChain(int width, int height) { - ImGuiIO& io = ImGui::GetIO(); - - glfwPollEvents(); - - int width, height; - glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); - - // React to changes in screen size - if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) - { - ImGui_ImplWGPU_InvalidateDeviceObjects(); - if (wgpu_swap_chain) - wgpuSwapChainRelease(wgpu_swap_chain); - wgpu_swap_chain_width = width; - wgpu_swap_chain_height = height; - WGPUSwapChainDescriptor swap_chain_desc = {}; - swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; - swap_chain_desc.format = wgpu_preferred_fmt; - swap_chain_desc.width = width; - swap_chain_desc.height = height; - swap_chain_desc.presentMode = WGPUPresentMode_Fifo; - wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); - ImGui_ImplWGPU_CreateDeviceObjects(); - } - - // Start the Dear ImGui frame - ImGui_ImplWGPU_NewFrame(); - ImGui_ImplGlfw_NewFrame(); - ImGui::NewFrame(); - - // Our state - // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) - static bool show_demo_window = true; - static bool show_another_window = false; - static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - - WGPURenderPassColorAttachment color_attachments = {}; - color_attachments.loadOp = WGPULoadOp_Clear; - color_attachments.storeOp = WGPUStoreOp_Store; - color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; - color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); - WGPURenderPassDescriptor render_pass_desc = {}; - render_pass_desc.colorAttachmentCount = 1; - render_pass_desc.colorAttachments = &color_attachments; - render_pass_desc.depthStencilAttachment = nullptr; - - WGPUCommandEncoderDescriptor enc_desc = {}; - WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); - - WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); - ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); - wgpuRenderPassEncoderEnd(pass); - - WGPUCommandBufferDescriptor cmd_buffer_desc = {}; - WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); - WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); - wgpuQueueSubmit(queue, 1, &cmd_buffer); -} - -static void print_glfw_error(int error, const char* description) -{ - printf("GLFW Error %d: %s\n", error, description); -} - -static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*) -{ - const char* error_type_lbl = ""; - switch (error_type) - { - case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; - case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; - case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; - case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; - default: error_type_lbl = "Unknown"; - } - printf("%s error: %s\n", error_type_lbl, message); + if (wgpu_swap_chain) + wgpuSwapChainRelease(wgpu_swap_chain); + wgpu_swap_chain_width = width; + wgpu_swap_chain_height = height; + WGPUSwapChainDescriptor swap_chain_desc = {}; + swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; + swap_chain_desc.format = wgpu_preferred_fmt; + swap_chain_desc.width = width; + swap_chain_desc.height = height; + swap_chain_desc.presentMode = WGPUPresentMode_Fifo; + wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); } diff --git a/examples/example_glfw_metal/Makefile b/examples/example_glfw_metal/Makefile index 82d5ac96..32a7aeca 100644 --- a/examples/example_glfw_metal/Makefile +++ b/examples/example_glfw_metal/Makefile @@ -14,10 +14,10 @@ SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore -LIBS += -L/usr/local/lib -L/opt/homebrew/lib +LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib LIBS += -lglfw -CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include CXXFLAGS += -Wall -Wformat CFLAGS = $(CXXFLAGS) diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index e8027c44..b1c596dd 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -31,9 +31,9 @@ #pragma comment(lib, "legacy_stdio_definitions") #endif -//#define IMGUI_UNLIMITED_FRAME_RATE +//#define APP_USE_UNLIMITED_FRAME_RATE #ifdef _DEBUG -#define IMGUI_VULKAN_DEBUG_REPORT +#define APP_USE_VULKAN_DEBUG_REPORT #endif // Data @@ -64,14 +64,14 @@ static void check_vk_result(VkResult err) abort(); } -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) { (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); return VK_FALSE; } -#endif // IMGUI_VULKAN_DEBUG_REPORT +#endif // APP_USE_VULKAN_DEBUG_REPORT static bool IsExtensionAvailable(const ImVector& properties, const char* extension) { @@ -139,7 +139,7 @@ static void SetupVulkan(ImVector instance_extensions) #endif // Enabling validation layers -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; create_info.enabledLayerCount = 1; create_info.ppEnabledLayerNames = layers; @@ -153,7 +153,7 @@ static void SetupVulkan(ImVector instance_extensions) check_vk_result(err); // Setup the debug report callback -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr); VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; @@ -258,7 +258,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); // Select Present Mode -#ifdef IMGUI_UNLIMITED_FRAME_RATE +#ifdef APP_USE_UNLIMITED_FRAME_RATE VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; #else VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; @@ -275,11 +275,11 @@ static void CleanupVulkan() { vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT // Remove the debug report callback auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); -#endif // IMGUI_VULKAN_DEBUG_REPORT +#endif // APP_USE_VULKAN_DEBUG_REPORT vkDestroyDevice(g_Device, g_Allocator); vkDestroyInstance(g_Instance, g_Allocator); @@ -376,7 +376,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) return; } check_vk_result(err); - wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores } // Main code @@ -434,13 +434,14 @@ int main(int, char**) init_info.Queue = g_Queue; init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; + init_info.RenderPass = wd->RenderPass; init_info.Subpass = 0; init_info.MinImageCount = g_MinImageCount; init_info.ImageCount = wd->ImageCount; init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.Allocator = g_Allocator; init_info.CheckVkResultFn = check_vk_result; - ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); + ImGui_ImplVulkan_Init(&init_info); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp index bbd9eec4..633f8bb8 100644 --- a/examples/example_sdl2_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -23,9 +23,9 @@ #include //#include -//#define IMGUI_UNLIMITED_FRAME_RATE +//#define APP_USE_UNLIMITED_FRAME_RATE #ifdef _DEBUG -#define IMGUI_VULKAN_DEBUG_REPORT +#define APP_USE_VULKAN_DEBUG_REPORT #endif // Data @@ -52,14 +52,14 @@ static void check_vk_result(VkResult err) abort(); } -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) { (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); return VK_FALSE; } -#endif // IMGUI_VULKAN_DEBUG_REPORT +#endif // APP_USE_VULKAN_DEBUG_REPORT static bool IsExtensionAvailable(const ImVector& properties, const char* extension) { @@ -127,7 +127,7 @@ static void SetupVulkan(ImVector instance_extensions) #endif // Enabling validation layers -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; create_info.enabledLayerCount = 1; create_info.ppEnabledLayerNames = layers; @@ -141,7 +141,7 @@ static void SetupVulkan(ImVector instance_extensions) check_vk_result(err); // Setup the debug report callback -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr); VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; @@ -246,7 +246,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); // Select Present Mode -#ifdef IMGUI_UNLIMITED_FRAME_RATE +#ifdef APP_UNLIMITED_FRAME_RATE VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; #else VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; @@ -263,11 +263,11 @@ static void CleanupVulkan() { vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); -#ifdef IMGUI_VULKAN_DEBUG_REPORT +#ifdef APP_USE_VULKAN_DEBUG_REPORT // Remove the debug report callback auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); -#endif // IMGUI_VULKAN_DEBUG_REPORT +#endif // APP_USE_VULKAN_DEBUG_REPORT vkDestroyDevice(g_Device, g_Allocator); vkDestroyInstance(g_Instance, g_Allocator); @@ -364,7 +364,7 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) return; } check_vk_result(err); - wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores } // Main code @@ -434,13 +434,14 @@ int main(int, char**) init_info.Queue = g_Queue; init_info.PipelineCache = g_PipelineCache; init_info.DescriptorPool = g_DescriptorPool; + init_info.RenderPass = wd->RenderPass; init_info.Subpass = 0; init_info.MinImageCount = g_MinImageCount; init_info.ImageCount = wd->ImageCount; init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.Allocator = g_Allocator; init_info.CheckVkResultFn = check_vk_result; - ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); + ImGui_ImplVulkan_Init(&init_info); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. diff --git a/examples/example_sdl3_sdlrenderer3/main.cpp b/examples/example_sdl3_sdlrenderer3/main.cpp index 9740054e..0f2200a2 100644 --- a/examples/example_sdl3_sdlrenderer3/main.cpp +++ b/examples/example_sdl3_sdlrenderer3/main.cpp @@ -42,7 +42,7 @@ int main(int, char**) printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); return -1; } - SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); + SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr, SDL_RENDERER_PRESENTVSYNC); if (renderer == nullptr) { SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); diff --git a/imgui.cpp b/imgui.cpp index e406a9f1..668cd34f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (main code and documentation) // Help: @@ -7,15 +7,19 @@ // - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Homepage https://github.com/ocornut/imgui -// - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) -// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Issues & support https://github.com/ocornut/imgui/issues -// - Tests & Automation https://github.com/ocornut/imgui_test_engine +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) // For first-time users having issues compiling/linking/running/loading fonts: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. @@ -26,7 +30,7 @@ // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. // Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. -// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding // Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. @@ -73,8 +77,10 @@ CODE // [SECTION] RENDER HELPERS // [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] ID STACK // [SECTION] INPUTS // [SECTION] ERROR CHECKING +// [SECTION] ITEM SUBMISSION // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS @@ -424,6 +430,10 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) + - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. @@ -915,7 +925,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md Q&A: Concerns ============= @@ -933,7 +943,7 @@ CODE A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. - Also see https://github.com/ocornut/imgui/wiki/Sponsors + >>> See https://github.com/ocornut/imgui/wiki/Funding - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. @@ -1024,6 +1034,7 @@ CODE #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) // We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -1045,6 +1056,8 @@ CODE static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. @@ -1122,6 +1135,7 @@ static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, static void RenderDimmedBackgrounds(); // Viewports +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. static void UpdateViewportsNewFrame(); } @@ -1191,7 +1205,7 @@ ImGuiStyle::ImGuiStyle() FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) - CellPadding = ImVec2(4,2); // Padding within a table cell. CellPadding.y may be altered between different rows. + CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -2058,12 +2072,18 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); - ImGuiContext& g = *GImGui; - g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t)); - wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data; - ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); - return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); + + // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator. + // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314). + wchar_t local_temp_stack[FILENAME_MAX]; + ImVector local_temp_heap; + if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack)) + local_temp_heap.resize(filename_wsize + mode_wsize); + wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack; + wchar_t* mode_wbuf = filename_wbuf + filename_wsize; + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize); + return ::_wfopen(filename_wbuf, mode_wbuf); #else return fopen(filename, mode); #endif @@ -3036,13 +3056,14 @@ const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) return style.Colors[idx]; } -ImU32 ImGui::GetColorU32(ImU32 col) +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) { ImGuiStyle& style = GImGui->Style; - if (style.Alpha >= 1.0f) + alpha_mul *= style.Alpha; + if (alpha_mul >= 1.0f) return col; ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range. return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } @@ -3074,7 +3095,7 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; if (g.ColorStack.Size < count) { - IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow."); + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!"); count = g.ColorStack.Size; } while (count > 0) @@ -3111,7 +3132,9 @@ static const ImGuiDataVarInfo GStyleVarInfo[] = { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)},// ImGuiStyleVar_TableAngledHeadersAngle { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)},// ImGuiStyleVar_SeparatorTextBorderSize @@ -3137,7 +3160,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) *pvar = val; return; } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) @@ -3151,7 +3174,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) *pvar = val; return; } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PopStyleVar(int count) @@ -3159,7 +3182,7 @@ void ImGui::PopStyleVar(int count) ImGuiContext& g = *GImGui; if (g.StyleVarStack.Size < count) { - IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow."); + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!"); count = g.StyleVarStack.Size; } while (count > 0) @@ -3448,22 +3471,22 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) + const float thickness = 2.0f; + if (flags & ImGuiNavHighlightFlags_Compact) { - const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness); + } + else + { + const float distance = 3.0f + thickness * 0.5f; + display_rect.Expand(ImVec2(distance, distance)); bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness); if (!fully_visible) window->DrawList->PopClipRect(); } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); - } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) @@ -3592,9 +3615,18 @@ void ImGui::Initialize() // Create default viewport ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; g.Viewports.push_back(viewport); g.TempBuffer.resize(1024 * 3 + 1, 0); + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + #ifdef IMGUI_HAS_DOCK #endif @@ -3751,45 +3783,6 @@ ImGuiWindow::~ImGuiWindow() ColumnsStorage.clear_destruct(); } -ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; -} - -ImGuiID ImGuiWindow::GetID(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetID(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - return id; -} - -// This is only used in rare/specific situations to manufacture an ID out of nowhere. -ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) -{ - ImGuiID seed = IDStack.back(); - ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); - ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - return id; -} - static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -3879,6 +3872,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; if (id) { g.ActiveIdIsAlive = id; @@ -3915,17 +3909,6 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } -// This is called by ItemAdd(). -// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). -void ImGui::KeepAliveID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; -} - void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). @@ -4099,7 +4082,8 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; + if (!g.ActiveIdFromShortcut) + return false; // Done with rectangle culling so we can perform heavier checks now. if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) @@ -4138,17 +4122,19 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag return false; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (id != 0) { // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); } +#endif if (g.NavDisableMouseHover) return false; @@ -4157,12 +4143,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag } // FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) if (!g.LogEnabled) return true; return false; @@ -4538,6 +4525,27 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } +// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data. +static void SetupDrawListSharedData() +{ + ImGuiContext& g = *GImGui; + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; +} + void ImGui::NewFrame() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); @@ -4580,23 +4588,9 @@ void ImGui::NewFrame() // Setup current font and draw list shared data g.IO.Fonts->Locked = true; + SetupDrawListSharedData(); SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); - ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (ImGuiViewportP* viewport : g.Viewports) - virtual_space.Add(viewport->GetMainRect()); - g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); - g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); - g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; - if (g.Style.AntiAliasedLines) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; - if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; - if (g.Style.AntiAliasedFill) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; - if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) - g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (ImGuiViewportP* viewport : g.Viewports) @@ -4783,6 +4777,7 @@ void ImGui::NewFrame() g.GroupStack.resize(0); // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); UpdateDebugToolStackQueries(); UpdateDebugToolFlashStyleColor(); @@ -4797,6 +4792,7 @@ void ImGui::NewFrame() g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; } +#endif // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -4808,10 +4804,12 @@ void ImGui::NewFrame() // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (g.IO.ConfigDebugBeginReturnValueLoop) g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); else g.DebugBeginReturnValueCullDepth = -1; +#endif CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } @@ -4984,7 +4982,7 @@ static void ImGui::RenderDimmedBackgrounds() { // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); - RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio)); } else if (dim_bg_for_window_list) { @@ -5028,18 +5026,7 @@ void ImGui::EndFrame() { IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); ImGuiViewport* viewport = GetMainViewport(); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL) - { - viewport->PlatformHandleRaw = g.IO.ImeWindowHandle; - g.IO.SetPlatformImeDataFn(viewport, ime_data); - viewport->PlatformHandleRaw = NULL; - } - else -#endif - { - g.IO.SetPlatformImeDataFn(viewport, ime_data); - } + g.IO.SetPlatformImeDataFn(viewport, ime_data); } // Hide implicit/fallback "Debug" window if it hasn't been used @@ -5402,7 +5389,7 @@ ImVec2 ImGui::GetItemRectSize() } // Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. -// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. +// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { ImGuiID id = GetCurrentWindow()->GetID(str_id); @@ -5544,7 +5531,7 @@ void ImGui::EndChild() // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_Compact); } else { @@ -5669,22 +5656,25 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) { - // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows. + // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller. + // Perhaps should tend further a neater test for this. ImGuiContext& g = *GImGui; ImVec2 size_min; - if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow)) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) { size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; } else { - ImGuiWindow* window_for_height = window; size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; - size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } + + // Reduce artifacts with very small windows + ImGuiWindow* window_for_height = window; + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); return size_min; } @@ -5754,7 +5744,7 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont { // Maximum window size is determined by the viewport size or monitor size ImVec2 size_min = CalcWindowMinSize(window); - ImVec2 size_max = (window->Flags & ImGuiWindowFlags_ChildWindow) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max); // When the window cannot fit all contents (either because of constraints, either because screen is too small), @@ -5881,7 +5871,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si int ret_auto_fit_mask = 0x00; const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f); + const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f; const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImRect clamp_rect = visibility_rect; @@ -6009,10 +5999,13 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si border_target = ImClamp(border_target, clamp_min, clamp_max); if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent { - if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar)) - border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x); - if (flags & ImGuiWindowFlags_NoScrollbar) - border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y); + ImGuiWindowFlags parent_flags = window->ParentWindow->Flags; + ImRect border_limit_rect = window->ParentWindow->InnerRect; + border_limit_rect.Expand(ImVec2(-ImMax(window->WindowPadding.x, window->WindowBorderSize), -ImMax(window->WindowPadding.y, window->WindowBorderSize))); + if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar)) + border_target.x = ImClamp(border_target.x, border_limit_rect.Min.x, border_limit_rect.Max.x); + if (parent_flags & ImGuiWindowFlags_NoScrollbar) + border_target.y = ImClamp(border_target.y, border_limit_rect.Min.y, border_limit_rect.Max.y); } if (!ignore_resize) CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); @@ -6435,23 +6428,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window_stack_data.StackSizesOnBegin.SetToContextState(&g); g.CurrentWindowStack.push_back(window_stack_data); if (flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount++; + g.BeginMenuDepth++; // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) { UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; + + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; } // Add to focus scope stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - if ((flags & ImGuiWindowFlags_NavFlattened) == 0) - PushFocusScope(window->ID); + PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); window->NavRootFocusScopeId = g.CurrentFocusScopeId; - g.CurrentWindow = NULL; - // Add to popup stack + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -6515,6 +6509,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { @@ -6595,8 +6592,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible. + // Those flags will be altered further down in the function depending on more conditions. bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; + if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f) + use_current_size_for_scrollbar_x = true; + if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252 + use_current_size_for_scrollbar_y = true; // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing @@ -6604,8 +6607,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) - window->WantCollapseToggle = true; + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_None) + window->WantCollapseToggle = true; if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; @@ -6746,7 +6750,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle manual resize: Resize Grips, Borders, Gamepad int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const int resize_grip_count = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) @@ -6946,6 +6950,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); + if (flags & ImGuiWindowFlags_Modal) + window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg)); if (window->AutoFitFramesX > 0) window->AutoFitFramesX--; @@ -7057,12 +7063,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) - if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))) - { - if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } - if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } - return false; - } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif return !window->SkipItems; } @@ -7088,8 +7097,7 @@ void ImGui::End() if (window->DC.CurrentColumns) EndColumns(); PopClipRect(); // Inner window clip rectangle - if ((window->Flags & ImGuiWindowFlags_NavFlattened) == 0) - PopFocusScope(); + PopFocusScope(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging @@ -7101,7 +7109,7 @@ void ImGui::End() // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount--; + g.BeginMenuDepth--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g); @@ -7214,7 +7222,7 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavLayer = ImGuiNavLayer_Main; - g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); g.NavIdIsAlive = false; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; @@ -7808,16 +7816,50 @@ void ImGui::SetWindowFontScale(float scale) void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; - g.FocusScopeStack.push_back(id); + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); g.CurrentFocusScopeId = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + if (g.FocusScopeStack.Size == 0) + { + IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!"); + return; + } g.FocusScopeStack.pop_back(); - g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0; + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 } // Focus = move navigation cursor, set scrolling, set focus window. @@ -7911,6 +7953,69 @@ ImGuiStorage* ImGui::GetStateStorage() return window->DC.StateStorage; } +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + +//----------------------------------------------------------------------------- +// [SECTION] ID STACK +//----------------------------------------------------------------------------- + +// This is one of the very rare legacy case where we use ImGuiWindow methods, +// it should ideally be flattened at some point but it's been used a lots by widgets. +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); +#endif + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *Ctx; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; @@ -7948,8 +8053,10 @@ void ImGui::PushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); +#endif window->IDStack.push_back(id); } @@ -7959,18 +8066,22 @@ void ImGui::PushOverrideID(ImGuiID id) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); +#endif return id; } ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) { ImGuiID id = ImHashData(&n, sizeof(n), seed); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); +#endif return id; } @@ -7999,19 +8110,6 @@ ImGuiID ImGui::GetID(const void* ptr_id) return window->GetID(ptr_id); } -bool ImGui::IsRectVisible(const ImVec2& size) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); -} - -bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); -} - - //----------------------------------------------------------------------------- // [SECTION] INPUTS //----------------------------------------------------------------------------- @@ -8076,6 +8174,26 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // - Shortcut() [Internal] //----------------------------------------------------------------------------- +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) +{ + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsModKey(key)) + { + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + key_chord |= ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + key_chord |= ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + key_chord |= ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + key_chord |= ImGuiMod_Super; + } + if (key_chord & ImGuiMod_Shortcut) + return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); + return key_chord; +} + ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; @@ -8156,18 +8274,17 @@ const char* ImGui::GetKeyName(ImGuiKey key) } // ImGuiMod_Shortcut is translated to either Ctrl or Super. -const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); - ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + key_chord = FixupKeyChord(&g, key_chord); + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", (key_chord & ImGuiMod_Shift) ? "Shift+" : "", (key_chord & ImGuiMod_Alt) ? "Alt+" : "", (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); - return out_buf; + return g.TempKeychordName; } // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) @@ -8234,6 +8351,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) { routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry routing_entry->RoutingNext = ImGuiKeyOwner_None; routing_entry->RoutingNextScore = 255; @@ -8280,13 +8398,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) ImGuiContext& g = *GImGui; ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; ImGuiKeyRoutingData* routing_data; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (key == ImGuiKey_None) key = ConvertSingleModFlagToKey(&g, mods); - IM_ASSERT(IsNamedKey(key)); + IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function. // Get (in the majority of case, the linked list will have one element so this should be 2 reads. // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). @@ -8315,37 +8431,30 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) // - 254: ImGuiInputFlags_RouteGlobalLow // - 255: never route // 'flags' should include an explicit routing policy -static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) { if (flags & ImGuiInputFlags_RouteFocused) { ImGuiContext& g = *GImGui; - ImGuiWindow* focused = g.NavWindow; // ActiveID gets top priority // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) if (owner_id != 0 && g.ActiveId == owner_id) return 1; - // Early out when not in focus stack - if (focused == NULL || focused->RootWindow != location->RootWindow) - return 255; - // Score based on distance to focused window (lower is better) // Assuming both windows are submitting a routing request, // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) // Assuming only WindowA is submitting a routing request, // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. - for (int next_score = 3; focused != NULL; next_score++) - { - if (focused == location) - { - IM_ASSERT(next_score < 255); - return next_score; - } - focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path - } + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + return 255; } @@ -8357,13 +8466,29 @@ static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputF return 0; } +// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + return g.KeysMayBeCharInput.TestBit(key); +} + // Request a desired route for an input chord (key + mods). // Return true if the route is available this frame. // - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. // (Conceptually this does a "Submit for next frame" + "Test for current frame". // As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) -// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) -// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; @@ -8371,6 +8496,10 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); + + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(&g, key_chord); // [DEBUG] Debug break requested by user if (g.DebugBreakInShortcutRouting == key_chord) @@ -8379,34 +8508,68 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI if (flags & ImGuiInputFlags_RouteUnlessBgFocused) if (g.NavWindow == NULL) return false; + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags); return true; + } - const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); + // Specific culling when there's an active. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible. + const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score); if (score == 255) return false; // Submit routing for NEXT frame (assuming score is sufficient) // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); - const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); if (score < routing_data->RoutingNextScore) { - routing_data->RoutingNext = routing_id; + routing_data->RoutingNext = owner_id; routing_data->RoutingNextScore = (ImU8)score; } // Return routing state for CURRENT frame - return routing_data->RoutingCurr == routing_id; + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; } // Currently unused by core (but used by tests) // Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) { + ImGuiContext& g = *GImGui; const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(&g, key_chord); ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. return routing_data->RoutingCurr == routing_id; } @@ -9077,7 +9240,7 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) #ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* GetInputSourceName(ImGuiInputSource source) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" }; + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); return input_source_names[source]; } @@ -9337,8 +9500,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); + key_chord = FixupKeyChord(&g, key_chord); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (g.IO.KeyMods != mods) return false; @@ -9352,6 +9514,13 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn return true; } +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; +} + bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { //ImGuiContext& g = *GImGui; @@ -9360,12 +9529,19 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. if ((flags & ImGuiInputFlags_RouteMask_) == 0) flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + // Submit route if (!SetShortcutRouting(key_chord, owner_id, flags)) return false; // Default repeat behavior for Shortcut() // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. - if ((flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; if (!IsKeyChordPressed(key_chord, owner_id, flags)) @@ -9651,12 +9827,135 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemHandleShortcut() [Internal] +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +static void ItemHandleShortcut(ImGuiID id) +{ + // FIXME: Generalize Activation queue? + ImGuiContext& g = *GImGui; + if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0) + { + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + ImGui::NavHighlightActivated(id); + } +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) + //const bool is_clipped = IsClippedEx(bb, id); + //if (is_clipped) + // return false; + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.LogEnabled) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + //----------------------------------------------------------------------------- // [SECTION] LAYOUT //----------------------------------------------------------------------------- // - ItemSize() -// - ItemAdd() // - SameLine() // - GetCursorScreenPos() // - SetCursorScreenPos() @@ -9724,94 +10023,6 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) SameLine(); } -// Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Set item data - // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) - g.LastItemData.ID = id; - g.LastItemData.Rect = bb; - g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; - g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; - g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; - // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. - - if (id != 0) - { - KeepAliveID(id); - - // Directional navigation processing - // Runs prior to clipping early-out - // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able - // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. - // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) - { - // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. - window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(); - } - } - - // Lightweight clear of SetNextItemXXX data. - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - g.NextItemData.ItemFlags = ImGuiItemFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); -#endif - - // Clipping test - // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) - //const bool is_clipped = IsClippedEx(bb, id); - //if (is_clipped) - // return false; - const bool is_rect_visible = bb.Overlaps(window->ClipRect); - if (!is_rect_visible) - if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId)) - if (!g.LogEnabled) - return false; - - // [DEBUG] -#ifndef IMGUI_DISABLE_DEBUG_TOOLS - if (id != 0) - { - if (id == g.DebugLocateId) - DebugLocateItemResolveWithLastItem(); - - // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". - // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". - // READ THE FAQ: https://dearimgui.com/faq - IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); - } - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0) - // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] -#endif - - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - if (is_rect_visible) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; - if (IsMouseHoveringRect(bb.Min, bb.Max)) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; - return true; -} - // Gets back to previous line and continue with horizontal layout // offset_from_start_x == 0 : follow right after previous item // offset_from_start_x != 0 : align to specified x position (relative to window/group left) @@ -10608,7 +10819,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; - popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); @@ -10621,17 +10832,23 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) } else { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui - // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake! + // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be + // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer. + // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified. + bool keep_existing = false; + if (g.OpenPopupStack[current_stack_size].PopupId == id) + if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen)) + keep_existing = true; + if (keep_existing) { + // No reopen g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } else { - // Close child popups if any, then flag popup for open/reopen - ClosePopupToLevel(current_stack_size, false); + // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation) + ClosePopupToLevel(current_stack_size, true); g.OpenPopupStack.push_back(popup_ref); } @@ -10651,6 +10868,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to return; // Don't close our own child popup windows. + //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup); int popup_count_to_keep = 0; if (ref_window) { @@ -10661,14 +10879,15 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) - // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: - // Window -> Popup1 -> Popup2 -> Popup3 + // - Clicking/Focusing Window2 won't close Popup1: + // Window -> Popup1 -> Window2(Ref) + // - Clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1(Ref) -> Popup2 -> Popup3 // - Each popups may contain child windows, which is why we compare ->RootWindow! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + // We step through every popup from bottom to top to validate their position relative to reference window. bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) @@ -10706,18 +10925,19 @@ void ImGui::ClosePopupsExceptModals() void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack - ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; - ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; g.OpenPopupStack.resize(remaining); - if (restore_focus_to_window_under_popup) + // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case) + if (restore_focus_to_window_under_popup && prev_popup.Window) { - ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; - if (focus_window && !focus_window->WasActive && popup_window) + ImGuiWindow* popup_window = prev_popup.Window; + ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow; + if (focus_window && !focus_window->WasActive) FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback else FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); @@ -10767,7 +10987,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame @@ -10776,6 +10996,8 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; } @@ -11077,6 +11299,13 @@ void ImGui::SetNavWindow(ImGuiWindow* window) NavUpdateAnyRequestFlag(); } +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) { ImGuiContext& g = *GImGui; @@ -11090,7 +11319,7 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; + SetNavFocusScope(focus_scope_id); g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; @@ -11112,7 +11341,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = g.CurrentFocusScopeId; + SetNavFocusScope(g.CurrentFocusScopeId); window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); @@ -11344,23 +11573,26 @@ static void ImGui::NavProcessItem() // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) { - const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; - if (is_tabbing) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) { - NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); - } - else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) - { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (NavScoreItem(result)) - NavApplyItemToResult(result); + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; + if (is_tabbing) + { + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); + } + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (NavScoreItem(result)) + NavApplyItemToResult(result); - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } } } @@ -11370,6 +11602,7 @@ static void ImGui::NavProcessItem() if (g.NavWindow != window) SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. g.NavLayer = window->DC.NavLayerCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath g.NavFocusScopeId = g.CurrentFocusScopeId; g.NavIdIsAlive = true; if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData) @@ -11393,10 +11626,12 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flag ImGuiContext& g = *GImGui; if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) return; - if (g.NavFocusScopeId != g.CurrentFocusScopeId) - return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } // - Can always land on an item when using API call. // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. @@ -11597,7 +11832,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (window->Flags & ImGuiWindowFlags_NoNavInputs) { g.NavId = 0; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); return; } @@ -11616,7 +11851,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); } } @@ -11737,10 +11972,10 @@ static void ImGui::NavUpdate() g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); - const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); - const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeypadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); - const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeypadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -11754,13 +11989,22 @@ static void ImGui::NavUpdate() if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + // Process programmatic activation request // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) @@ -12084,7 +12328,11 @@ void ImGui::NavMoveRequestApplyResult() g.NavWindow = result->Window; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; } - if (g.ActiveId != result->ID) + + // Clear active id unless requested not to + // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction, + // so this is mostly provided as a gateway for further experiments (see #1418, #2890) + if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0) ClearActiveID(); // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) @@ -12152,15 +12400,14 @@ static void ImGui::NavUpdateCancelRequest() NavRestoreLayer(ImGuiNavLayer_Main); NavRestoreHighlightAfterMove(); } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) { // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); NavRestoreHighlightAfterMove(); } else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) @@ -12455,28 +12702,33 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Press and Release ALT to toggle menu layer - // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) - { - g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; - } + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None)) + { + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). // We cancel toggling nav layer if an owner has claimed the key. - if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) g.NavWindowingToggleLayer = false; - // Apply layer toggle on release + // Apply layer toggle on Alt release // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. - if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; - if (!IsKeyDown(ImGuiMod_Alt)) + if (!IsKeyDown(g.NavWindowingToggleKey)) g.NavWindowingToggleLayer = false; } @@ -13789,7 +14041,7 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- -// - RenderViewportThumbnail() [Internal] +// - DebugRenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] // - DebugTextEncoding() // - MetricsHelpMarker() [Internal] @@ -13828,7 +14080,7 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); - title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height thumb_r.ClipWithFull(bb); title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); @@ -13838,6 +14090,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID) + window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); } static void RenderViewportsThumbnails() @@ -13845,13 +14099,12 @@ static void RenderViewportsThumbnails() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; - ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (ImGuiViewportP* viewport : g.Viewports) - bb_full.Add(viewport->GetMainRect()); + ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; + + // Draw viewports for (ImGuiViewportP* viewport : g.Viewports) { ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); @@ -14094,7 +14347,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) DebugStartItemPicker(); - Checkbox("Show \"Debug Break\" buttons in other sections", &g.IO.ConfigDebugIsDebuggerPresent); + Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent); SeparatorText("Visualize"); @@ -14230,9 +14483,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { - Indent(GetTreeNodeToLabelSpacing()); - RenderViewportsThumbnails(); - Unindent(GetTreeNodeToLabelSpacing()); + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("Windows Minimap")) + { + RenderViewportsThumbnails(); + TreePop(); + } + cfg->HighlightViewportID = 0; + for (ImGuiViewportP* viewport : g.Viewports) DebugNodeViewport(viewport); TreePop(); @@ -14245,9 +14503,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) { // As it's difficult to interact with tree nodes while popups are open, we display everything inline. ImGuiWindow* window = popup_data.Window; - BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'", + BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'", popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", - popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); } TreePop(); } @@ -14358,6 +14616,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) { ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } Text("Recent frames with allocations:"); int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); for (int n = buf_size - 1; n >= 0; n--) @@ -14445,10 +14704,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) { - char key_chord_name[64]; ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; ImGuiKeyChord key_chord = key | routing_data->Mods; - Text("%s: 0x%08X", GetKeyChordName(key_chord, key_chord_name, IM_ARRAYSIZE(key_chord_name)), routing_data->RoutingCurr); + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); DebugLocateItemOnHover(routing_data->RoutingCurr); if (g.IO.ConfigDebugIsDebuggerPresent) { @@ -14500,6 +14758,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); Unindent(); @@ -14638,10 +14904,12 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) { + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); if (sizeof(tex_id) >= sizeof(void*)) - ImFormatString(buf, buf_size, "0x%p", (void*)*(intptr_t*)(void*)&tex_id); + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); else - ImFormatString(buf, buf_size, "0x%04X", *(int*)(void*)&tex_id); + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); } // [DEBUG] Display contents of ImDrawList @@ -14790,7 +15058,7 @@ void ImGui::DebugNodeFont(ImFont* font) SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); SameLine(); MetricsHelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Note that the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" @@ -14924,8 +15192,12 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { + ImGuiContext& g = *GImGui; SetNextItemOpen(true, ImGuiCond_Once); - if (TreeNode("viewport0", "Viewport #%d", 0)) + bool open = TreeNode("viewport0", "Viewport #%d", 0); + if (IsItemHovered()) + g.DebugMetricsConfig.HighlightViewportID = viewport->ID; + if (open) { ImGuiWindowFlags flags = viewport->Flags; BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", @@ -14989,9 +15261,10 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } - if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } - if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { for (ImGuiOldColumns& columns : window->ColumnsStorage) @@ -15104,7 +15377,10 @@ void ImGui::ShowDebugLogWindow(bool* p_open) return; } - CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); @@ -15112,6 +15388,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); if (SmallButton("Clear")) { @@ -15203,6 +15480,7 @@ void ImGui::DebugLocateItem(ImGuiID target_id) g.DebugBreakInLocateId = false; } +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. void ImGui::DebugLocateItemOnHover(ImGuiID target_id) { if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) @@ -15239,6 +15517,12 @@ void ImGui::DebugLocateItemResolveWithLastItem() draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); } +void ImGui::DebugStartItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerActive = true; +} + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. void ImGui::UpdateDebugToolItemPicker() { @@ -15407,7 +15691,7 @@ void ImGui::ShowIDStackToolWindow(bool* p_open) Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); SameLine(); TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); - if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal)) { tool->CopyToClipboardLastTime = (float)g.Time; char* p = g.TempBuffer.Data; @@ -15474,10 +15758,8 @@ void ImGui::DebugLog(const char*, ...) {} void ImGui::DebugLogV(const char*, va_list) {} void ImGui::ShowDebugLogWindow(bool*) {} void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} -void ImGui::UpdateDebugToolItemPicker() {} -void ImGui::UpdateDebugToolStackQueries() {} -void ImGui::UpdateDebugToolFlashStyleColor() {} #endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS diff --git a/imgui.h b/imgui.h index 0ec19776..551e687d 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (headers) // Help: @@ -7,15 +7,19 @@ // - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Homepage https://github.com/ocornut/imgui -// - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) -// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Issues & support https://github.com/ocornut/imgui/issues -// - Tests & Automation https://github.com/ocornut/imgui_test_engine +// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) +// - Homepage ................... https://github.com/ocornut/imgui +// - Releases & changelog ....... https://github.com/ocornut/imgui/releases +// - Gallery .................... https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) +// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code) +// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more) +// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui +// - Issues & support ........... https://github.com/ocornut/imgui/issues +// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps) // For first-time users having issues compiling/linking/running/loading fonts: // please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. @@ -23,8 +27,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.90.1" -#define IMGUI_VERSION_NUM 19010 +#define IMGUI_VERSION "1.90.6 WIP" +#define IMGUI_VERSION_NUM 19051 #define IMGUI_HAS_TABLE /* @@ -89,6 +93,8 @@ Index of this file: #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) @@ -124,6 +130,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -169,8 +176,9 @@ struct ImGuiViewport; // A Platform Window (always only one in 'ma // Enumerations // - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling @@ -185,8 +193,9 @@ typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A // Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build @@ -342,7 +351,7 @@ namespace ImGui // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true. - // Consider updating your old call sites: + // Consider updating your old code: // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border); // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): @@ -443,7 +452,7 @@ namespace ImGui IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. // Layout cursor positioning @@ -965,6 +974,7 @@ namespace ImGui // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger IMGUI_API void DebugTextEncoding(const char* text); IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); + IMGUI_API void DebugStartItemPicker(); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators @@ -1025,7 +1035,7 @@ enum ImGuiWindowFlags_ }; // Flags for ImGui::BeginChild() -// (Legacy: bot 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. // About using AutoResizeX/AutoResizeY flags: // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. @@ -1036,7 +1046,7 @@ enum ImGuiWindowFlags_ enum ImGuiChildFlags_ { ImGuiChildFlags_None = 0, - ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (Important: this is always == 1 == true for legacy reason) + ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " @@ -1105,8 +1115,8 @@ enum ImGuiTreeNodeFlags_ }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. -// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat -// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags', +// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter @@ -1120,10 +1130,12 @@ enum ImGuiPopupFlags_ ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) ImGuiPopupFlags_MouseButtonMask_ = 0x1F, ImGuiPopupFlags_MouseButtonDefault_ = 1, - ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack - ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space - ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. - ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation) + //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening. + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 8, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, }; @@ -1538,8 +1550,9 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { @@ -1567,7 +1580,9 @@ enum ImGuiStyleVar_ ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBorderSize, // float TabBorderSize ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TableAngledHeadersAngle,// float TableAngledHeadersAngle ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize @@ -1987,7 +2002,7 @@ struct ImGuiStyle float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). - ImVec2 CellPadding; // Padding within a table cell. CellPadding.y may be altered between different rows. + ImVec2 CellPadding; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -2034,6 +2049,9 @@ struct ImGuiStyle //----------------------------------------------------------------------------- // Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +// It is generally expected that: +// - initialization: backends and user code writes to ImGuiIO. +// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. //----------------------------------------------------------------------------- // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. @@ -2187,11 +2205,7 @@ struct ImGuiIO int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. -#endif -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. -#else - void* _UnusedPadding; + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. #endif //------------------------------------------------------------------ @@ -2263,6 +2277,8 @@ struct ImGuiInputTextCallbackData void* UserData; // What user passed to InputText() // Read-only // Arguments for the different callback events + // - During Resize callback, Buf will be same as your input buffer. + // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback. // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; @@ -2747,15 +2763,20 @@ struct ImDrawList IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); - IMGUI_API void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); - IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0); + IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library. + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); + // Image primitives // - Read FAQ to understand what ImTextureID is. // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. @@ -2765,15 +2786,17 @@ struct ImDrawList IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() - // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex(). inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); @@ -2806,6 +2829,9 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index // Obsolete names + //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) + //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) @@ -3123,6 +3149,7 @@ enum ImGuiViewportFlags_ // - Windows are generally trying to stay within the Work Area of their host viewport. struct ImGuiViewport { + ImGuiID ID; // Unique identifier for the viewport ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. @@ -3159,15 +3186,6 @@ struct ImGuiPlatformImeData // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- -namespace ImGui -{ -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] -#else - static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } -#endif -} - #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { @@ -3189,6 +3207,9 @@ namespace ImGui // OBSOLETED in 1.88 (from May 2022) static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + // OBSOLETED in 1.87 (from February 2022) + IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! + //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) //-- OBSOLETED in 1.86 (from November 2021) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 4a116922..b4929f60 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (demo code) // Help: @@ -7,7 +7,7 @@ // - Need help integrating Dear ImGui in your codebase? // - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started // - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -// Read imgui.cpp for more details, documentation and comments. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. // Get the latest version at https://github.com/ocornut/imgui //--------------------------------------------------- @@ -54,8 +54,9 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. /* @@ -130,6 +131,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size @@ -401,6 +403,12 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools); ImGui::MenuItem("ID Stack Tool", NULL, &show_tool_id_stack_tool, has_debug_tools); ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor); + bool is_debugger_present = ImGui::GetIO().ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools."); + ImGui::Separator(); ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about); ImGui::EndMenu(); } @@ -1282,6 +1290,7 @@ static void ShowDemoWindowWidgets() } ImGui::EndListBox(); } + ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes."); // Custom size: use all width, 5 items tall ImGui::Text("Full-width:"); @@ -1816,6 +1825,7 @@ static void ShowDemoWindowWidgets() static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + //ImGui::SameLine(); HelpMarker("Consider using ImPlot instead!"); // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float @@ -2475,9 +2485,7 @@ static void ShowDemoWindowWidgets() { IM_UNUSED(payload); ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed); - ImGui::BeginTooltip(); - ImGui::Text("Cannot drop here!"); - ImGui::EndTooltip(); + ImGui::SetTooltip("Cannot drop here!"); } ImGui::EndDragDropTarget(); } @@ -5307,23 +5315,26 @@ static void ShowDemoWindowTables() const int rows_count = 12; static ImGuiTableFlags table_flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_Hideable | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_HighlightHoveredColumn; + static ImGuiTableColumnFlags column_flags = ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed; static bool bools[columns_count * rows_count] = {}; // Dummy storage selection storage static int frozen_cols = 1; static int frozen_rows = 2; ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::SliderInt("Frozen columns", &frozen_cols, 0, 2); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::SliderInt("Frozen rows", &frozen_rows, 0, 2); + ImGui::CheckboxFlags("Disable header contributing to column width", &column_flags, ImGuiTableColumnFlags_NoHeaderWidth); if (ImGui::BeginTable("table_angled_headers", columns_count, table_flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 12))) { ImGui::TableSetupColumn(column_names[0], ImGuiTableColumnFlags_NoHide | ImGuiTableColumnFlags_NoReorder); for (int n = 1; n < columns_count; n++) - ImGui::TableSetupColumn(column_names[n], ImGuiTableColumnFlags_AngledHeader | ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn(column_names[n], column_flags); ImGui::TableSetupScrollFreeze(frozen_cols, frozen_rows); ImGui::TableAngledHeadersRow(); // Draw angled headers for all columns with the ImGuiTableColumnFlags_AngledHeader flag. @@ -5470,6 +5481,7 @@ static void ShowDemoWindowTables() HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); ImGui::CheckboxFlags("ImGuiTableFlags_HighlightHoveredColumn", &flags, ImGuiTableFlags_HighlightHoveredColumn); @@ -6342,7 +6354,7 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Separator(); ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); - ImGui::Text("If your company uses this, please consider sponsoring the project!"); + ImGui::Text("If your company uses this, please consider funding the project."); static bool show_config_info = false; ImGui::Checkbox("Config/Build Information", &show_config_info); @@ -6997,19 +7009,19 @@ struct ExampleAppConsole { ClearLog(); for (int i = 0; i < History.Size; i++) - free(History[i]); + ImGui::MemFree(History[i]); } // Portable helpers static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } - static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = ImGui::MemAlloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } void ClearLog() { for (int i = 0; i < Items.Size; i++) - free(Items[i]); + ImGui::MemFree(Items[i]); Items.clear(); } @@ -7175,7 +7187,7 @@ struct ExampleAppConsole for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { - free(History[i]); + ImGui::MemFree(History[i]); History.erase(History.begin() + i); break; } @@ -7780,7 +7792,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Resize vertical + lock current width if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Resize horizontal + lock current height if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 - if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 500), ImVec2(-1, FLT_MAX)); // Height at least 400 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, FLT_MAX)); // Height at least 400 if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square if (type == 8) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step @@ -7955,6 +7967,14 @@ static void ShowExampleAppWindowTitles(bool*) // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() //----------------------------------------------------------------------------- +// Add a |_| looking shape +static void PathConcaveShape(ImDrawList* draw_list, float x, float y, float sz) +{ + const ImVec2 pos_norms[] = { { 0.0f, 0.0f }, { 0.3f, 0.0f }, { 0.3f, 0.7f }, { 0.7f, 0.7f }, { 0.7f, 0.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 1.0f } }; + for (const ImVec2& p : pos_norms) + draw_list->PathLineTo(ImVec2(x + 0.5f + (int)(sz * p.x), y + 0.5f + (int)(sz * p.y))); +} + // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { @@ -8027,6 +8047,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) const float rounding = sz / 5.0f; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + const ImVec2 cp3[3] = { ImVec2(0.0f, sz * 0.6f), ImVec2(sz * 0.5f, -sz * 0.4f), ImVec2(sz, sz) }; // Control points for curves + const ImVec2 cp4[4] = { ImVec2(0.0f, 0.0f), ImVec2(sz * 1.3f, sz * 0.3f), ImVec2(sz - sz * 1.3f, sz - sz * 0.3f), ImVec2(sz, sz) }; + float x = p.x + 4.0f; float y = p.y + 4.0f; for (int n = 0; n < 2; n++) @@ -8035,41 +8058,63 @@ static void ShowExampleAppCustomRendering(bool* p_open) float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, sz*0.3f, col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape + //draw_list->AddPolyline(concave_shape, IM_ARRAYSIZE(concave_shape), col, ImDrawFlags_Closed, th); draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + // Path + draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f); + draw_list->PathStroke(col, ImDrawFlags_None, th); + x += sz + spacing; + // Quadratic Bezier Curve (3 control points) - ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + draw_list->AddBezierQuadratic(ImVec2(x + cp3[0].x, y + cp3[0].y), ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), col, th, curve_segments); + x += sz + spacing; // Cubic Bezier Curve (4 control points) - ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + draw_list->AddBezierCubic(ImVec2(x + cp4[0].x, y + cp4[0].y), ImVec2(x + cp4[1].x, y + cp4[1].y), ImVec2(x + cp4[2].x, y + cp4[2].y), ImVec2(x + cp4[3].x, y + cp4[3].y), col, th, curve_segments); x = p.x + 4; y += sz + spacing; } + + // Filled shapes draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); x += sz + spacing; // N-gon draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); x += sz + spacing; // Circle - draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, sz * 0.3f, col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + draw_list->AddEllipseFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), ImVec2(sz * 0.5f, sz * 0.3f), col, -0.3f, circle_segments); x += sz + spacing;// Ellipse draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + PathConcaveShape(draw_list, x, y, sz); draw_list->PathFillConcave(col); x += sz + spacing; // Concave shape draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) - draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 11.2f, (sz + spacing) * 3.0f)); + // Path + draw_list->PathArcTo(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, 3.141592f * -0.5f, 3.141592f); + draw_list->PathFillConvex(col); + x += sz + spacing; + + // Quadratic Bezier Curve (3 control points) + draw_list->PathLineTo(ImVec2(x + cp3[0].x, y + cp3[0].y)); + draw_list->PathBezierQuadraticCurveTo(ImVec2(x + cp3[1].x, y + cp3[1].y), ImVec2(x + cp3[2].x, y + cp3[2].y), curve_segments); + draw_list->PathFillConvex(col); + x += sz + spacing; + + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + x += sz + spacing; + + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 40a840c4..7861d4e2 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (drawing and font code) /* @@ -8,6 +8,7 @@ Index of this file: // [SECTION] STB libraries implementation // [SECTION] Style functions // [SECTION] ImDrawList +// [SECTION] ImTriangulator, ImDrawList concave polygon fill // [SECTION] ImDrawListSplitter // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions @@ -64,6 +65,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used @@ -641,7 +643,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } -// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) { IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); @@ -1217,10 +1219,10 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } -void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments) +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments) { if (num_segments <= 0) - num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. _Path.reserve(_Path.Size + (num_segments + 1)); @@ -1229,11 +1231,10 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float for (int i = 0; i <= num_segments; i++) { const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); - ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y); - const float rel_x = (point.x * cos_rot) - (point.y * sin_rot); - const float rel_y = (point.x * sin_rot) + (point.y * cos_rot); - point.x = rel_x + center.x; - point.y = rel_y + center.y; + ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y); + const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot)); + point.x = rel.x + center.x; + point.y = rel.y + center.y; _Path.push_back(point); } } @@ -1558,31 +1559,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in } // Ellipse -void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness) +void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (num_segments <= 0) - num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments) +void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; if (num_segments <= 0) - num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here. // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; - PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1613,10 +1614,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, if ((col & IM_COL32_A_MASK) == 0) return; + // Accept null ranges + if (text_begin == text_end || text_begin[0] == 0) + return; if (text_end == NULL) text_end = text_begin + strlen(text_begin); - if (text_begin == text_end) - return; // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) @@ -1700,6 +1702,316 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi PopTextureID(); } +//----------------------------------------------------------------------------- +// [SECTION] ImTriangulator, ImDrawList concave polygon fill +//----------------------------------------------------------------------------- +// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity. +// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf +// Provided as a convenience for user but not used by main library. +//----------------------------------------------------------------------------- +// - ImTriangulator [Internal] +// - AddConcavePolyFilled() +//----------------------------------------------------------------------------- + +enum ImTriangulatorNodeType +{ + ImTriangulatorNodeType_Convex, + ImTriangulatorNodeType_Ear, + ImTriangulatorNodeType_Reflex +}; + +struct ImTriangulatorNode +{ + ImTriangulatorNodeType Type; + int Index; + ImVec2 Pos; + ImTriangulatorNode* Next; + ImTriangulatorNode* Prev; + + void Unlink() { Next->Prev = Prev; Prev->Next = Next; } +}; + +struct ImTriangulatorNodeSpan +{ + ImTriangulatorNode** Data = NULL; + int Size = 0; + + void push_back(ImTriangulatorNode* node) { Data[Size++] = node; } + void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } } +}; + +struct ImTriangulator +{ + static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; } + static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; } + + void Init(const ImVec2* points, int points_count, void* scratch_buffer); + void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle + + // Internal functions + void BuildNodes(const ImVec2* points, int points_count); + void BuildReflexes(); + void BuildEars(); + void FlipNodeList(); + bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const; + void ReclassifyNode(ImTriangulatorNode* node); + + // Internal members + int _TrianglesLeft = 0; + ImTriangulatorNode* _Nodes = NULL; + ImTriangulatorNodeSpan _Ears; + ImTriangulatorNodeSpan _Reflexes; +}; + +// Distribute storage for nodes, ears and reflexes. +// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer +// (this would require first building reflexes to bail to convex if empty, without even building nodes) +void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer) +{ + IM_ASSERT(scratch_buffer != NULL && points_count >= 3); + _TrianglesLeft = EstimateTriangleCount(points_count); + _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node + _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node* + _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node* + BuildNodes(points, points_count); + BuildReflexes(); + BuildEars(); +} + +void ImTriangulator::BuildNodes(const ImVec2* points, int points_count) +{ + for (int i = 0; i < points_count; i++) + { + _Nodes[i].Type = ImTriangulatorNodeType_Convex; + _Nodes[i].Index = i; + _Nodes[i].Pos = points[i]; + _Nodes[i].Next = _Nodes + i + 1; + _Nodes[i].Prev = _Nodes + i - 1; + } + _Nodes[0].Prev = _Nodes + points_count - 1; + _Nodes[points_count - 1].Next = _Nodes; +} + +void ImTriangulator::BuildReflexes() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Reflex; + _Reflexes.push_back(n1); + } +} + +void ImTriangulator::BuildEars() +{ + ImTriangulatorNode* n1 = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next) + { + if (n1->Type != ImTriangulatorNodeType_Convex) + continue; + if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos)) + continue; + n1->Type = ImTriangulatorNodeType_Ear; + _Ears.push_back(n1); + } +} + +void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3]) +{ + if (_Ears.Size == 0) + { + FlipNodeList(); + + ImTriangulatorNode* node = _Nodes; + for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next) + node->Type = ImTriangulatorNodeType_Convex; + _Reflexes.Size = 0; + BuildReflexes(); + BuildEars(); + + // If we still don't have ears, it means geometry is degenerated. + if (_Ears.Size == 0) + { + // Return first triangle available, mimicking the behavior of convex fill. + IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated + _Ears.Data[0] = _Nodes; + _Ears.Size = 1; + } + } + + ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size]; + out_triangle[0] = ear->Prev->Index; + out_triangle[1] = ear->Index; + out_triangle[2] = ear->Next->Index; + + ear->Unlink(); + if (ear == _Nodes) + _Nodes = ear->Next; + + ReclassifyNode(ear->Prev); + ReclassifyNode(ear->Next); + _TrianglesLeft--; +} + +void ImTriangulator::FlipNodeList() +{ + ImTriangulatorNode* prev = _Nodes; + ImTriangulatorNode* temp = _Nodes; + ImTriangulatorNode* current = _Nodes->Next; + prev->Next = prev; + prev->Prev = prev; + while (current != _Nodes) + { + temp = current->Next; + + current->Next = prev; + prev->Prev = current; + _Nodes->Next = current; + current->Prev = _Nodes; + + prev = current; + current = temp; + } + _Nodes = prev; +} + +// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm) +bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const +{ + ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size; + for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++) + { + ImTriangulatorNode* reflex = *p; + if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2) + if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos)) + return false; + } + return true; +} + +void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1) +{ + // Classify node + ImTriangulatorNodeType type; + const ImTriangulatorNode* n0 = n1->Prev; + const ImTriangulatorNode* n2 = n1->Next; + if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Reflex; + else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos)) + type = ImTriangulatorNodeType_Ear; + else + type = ImTriangulatorNodeType_Convex; + + // Update lists when a type changes + if (type == n1->Type) + return; + if (n1->Type == ImTriangulatorNodeType_Reflex) + _Reflexes.find_erase_unsorted(n1->Index); + else if (n1->Type == ImTriangulatorNodeType_Ear) + _Ears.find_erase_unsorted(n1->Index); + if (type == ImTriangulatorNodeType_Reflex) + _Reflexes.push_back(n1); + else if (type == ImTriangulatorNodeType_Ear) + _Ears.push_back(n1); + n1->Type = type; +} + +// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes). +// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer! +// It is up to caller to ensure not making costly calls that will be outside of visible area. +// As concave fill is noticeably more expensive than other primitives, be mindful of this... +// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false') +void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + ImTriangulator triangulator; + unsigned int triangle[3]; + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2) * 3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2) * 3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2)); + triangulator.Init(points, points_count, _Data->TempBuffer.Data); + while (triangulator._TrianglesLeft > 0) + { + triangulator.GetNextTriangle(triangle); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} //----------------------------------------------------------------------------- // [SECTION] ImDrawListSplitter @@ -2672,8 +2984,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); - const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + const float ascent = ImCeil(unscaled_ascent * font_scale); + const float descent = ImFloor(unscaled_descent * font_scale); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); @@ -3768,6 +4080,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im { x = start_x; y += line_height; + if (y > clip_rect.w) + break; // break out of main loop word_wrap_eol = NULL; s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; @@ -3997,8 +4311,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL - draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR } if (p1.x > rect.Min.x + rounding) { @@ -4017,8 +4331,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR - draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR } } draw_list->PathFillConvex(col); diff --git a/imgui_internal.h b/imgui_internal.h index 1a55e171..7c9a9924 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -15,6 +15,8 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Data types support +// [SECTION] Popup support // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support @@ -85,6 +87,8 @@ Index of this file: #pragma clang diagnostic ignored "-Wdouble-promotion" #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -234,6 +238,7 @@ namespace ImStb #define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -297,11 +302,11 @@ namespace ImStb #elif defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) -#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") #elif defined(__GNUC__) && defined(__thumb__) #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") #elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) -#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif @@ -495,7 +500,8 @@ IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); -inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +inline bool ImTriangleIsClockwise(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ((b.x - a.x) * (c.y - b.y)) - ((c.x - b.x) * (b.y - a.y)) > 0.0f; } // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) @@ -689,9 +695,6 @@ struct ImPool int GetBufSize() const { return Buf.Size; } int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) -#endif }; // Helper: ImChunkStream<> @@ -863,6 +866,7 @@ enum ImGuiInputTextFlagsPrivate_ ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 29, // For internal use by InputScalar() and TempInputScalar() }; // Extend ImGuiButtonFlags_ @@ -985,43 +989,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram, }; -enum ImGuiPopupPositionPolicy -{ - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip, -}; - -struct ImGuiDataVarInfo -{ - ImGuiDataType Type; - ImU32 Count; // 1+ - ImU32 Offset; // Offset in parent structure - void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } -}; - -struct ImGuiDataTypeTempStorage -{ - ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT -}; - -// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). -struct ImGuiDataTypeInfo -{ - size_t Size; // Size in bytes - const char* Name; // Short descriptive name for the type, for debugging - const char* PrintFmt; // Default printf format for the type - const char* ScanFmt; // Default scanf format for the type -}; - -// Extend ImGuiDataType_ -enum ImGuiDataTypePrivate_ -{ - ImGuiDataType_String = ImGuiDataType_COUNT + 1, - ImGuiDataType_Pointer, - ImGuiDataType_ID, -}; - // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -1106,7 +1073,7 @@ struct IMGUI_API ImGuiInputTextState int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. - ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) int BufCapacityA; // end-user buffer capacity float ScrollX; // horizontal scrolling/offset @@ -1116,6 +1083,9 @@ struct IMGUI_API ImGuiInputTextState bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version. + int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet. + int ReloadSelectionEnd; ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } @@ -1133,21 +1103,16 @@ struct IMGUI_API ImGuiInputTextState int GetSelectionStart() const { return Stb.select_start; } int GetSelectionEnd() const { return Stb.select_end; } void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } -}; -// Storage for current popup stack -struct ImGuiPopupData -{ - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close - int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + // Reload user buf (WIP #2890) + // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) + // strcpy(my_buf, "hello"); + // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item + // state->ReloadUserBufAndSelectAll(); + void ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } + void ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb.select_start; ReloadSelectionEnd = Stb.select_end; } + void ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } - ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ @@ -1194,9 +1159,10 @@ typedef ImS64 ImGuiSelectionUserData; enum ImGuiNextItemDataFlags_ { - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, }; struct ImGuiNextItemData @@ -1204,10 +1170,11 @@ struct ImGuiNextItemData ImGuiNextItemDataFlags Flags; ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() - float Width; // Set by SetNextItemWidth() ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) - ImGuiCond OpenCond; + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() bool OpenVal; // Set by SetNextItemOpen() + ImGuiCond OpenCond : 8; ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! @@ -1279,6 +1246,66 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* RestoreNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + //----------------------------------------------------------------------------- // [SECTION] Inputs support //----------------------------------------------------------------------------- @@ -1326,7 +1353,6 @@ enum ImGuiInputSource ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. ImGuiInputSource_Keyboard, ImGuiInputSource_Gamepad, - ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_COUNT }; @@ -1369,11 +1395,12 @@ struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU8 RoutingCurrScore; // [DEBUG] For debug display ImU8 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1401,17 +1428,19 @@ struct ImGuiKeyOwnerData }; // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() -// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) enum ImGuiInputFlags_ { // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() ImGuiInputFlags_None = 0, - ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Repeat mode + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster - // Specify when repeating key pressed can be interrupted. + // Repeat mode: Specify when repeating key pressed can be interrupted. // In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) @@ -1422,38 +1451,46 @@ enum ImGuiInputFlags_ ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both) ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both) ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, - ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, // Flags for SetKeyOwner(), SetItemKeyOwner() - ImGuiInputFlags_LockThisFrame = 1 << 10, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. - ImGuiInputFlags_LockUntilRelease = 1 << 11, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + // Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. // Routing policies for Shortcut() + low-level SetShortcutRouting() // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. - // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 does it calls before Parent results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'. + // - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), // allowing the system to decide where to route the input among other route-aware calls. - // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll - // will register a route and only succeed when parent window is in the focus stack and if no-one - // with a higher priority is claiming the shortcut. - // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)). + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register + // a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority + // is claiming the same shortcut. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute(). // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. - ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. - ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). - ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) - ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this). + ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this) ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly. + // Routing polices: extra options ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. - ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, // [Internal] Mask of which function support which flags ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; @@ -1499,6 +1536,7 @@ enum ImGuiActivateFlags_ ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. }; // Early work-in-progress API for ScrollToItem() @@ -1519,8 +1557,7 @@ enum ImGuiScrollFlags_ enum ImGuiNavHighlightFlags_ { ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_Compact = 1 << 1, // Compact highlight, no padding ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. ImGuiNavHighlightFlags_NoRounding = 1 << 3, }; @@ -1544,6 +1581,7 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight + ImGuiNavMoveFlags_NoClearActiveId = 1 << 15, // (Experimental) Do not clear active id when applying move result }; enum ImGuiNavLayer @@ -1569,6 +1607,12 @@ struct ImGuiNavItemData void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } }; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + //----------------------------------------------------------------------------- // [SECTION] Typing-select support //----------------------------------------------------------------------------- @@ -1788,8 +1832,9 @@ enum ImGuiDebugLogFlags_ ImGuiDebugLogFlags_EventClipper = 1 << 4, ImGuiDebugLogFlags_EventSelection = 1 << 5, ImGuiDebugLogFlags_EventIO = 1 << 6, + ImGuiDebugLogFlags_EventInputRouting = 1 << 7, - ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting, ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine }; @@ -1824,6 +1869,8 @@ struct ImGuiMetricsConfig bool ShowAtlasTintedWithTextColor = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; + int HighlightMonitorIdx = -1; + ImGuiID HighlightViewportID = 0; }; struct ImGuiStackLevelInfo @@ -1937,10 +1984,11 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad - int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; @@ -1955,6 +2003,7 @@ struct ImGuiContext double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; ImGuiKeyRoutingTable KeysRoutingTable; ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) @@ -1965,8 +2014,8 @@ struct ImGuiContext #endif // Next window/item data - ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back() - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) @@ -1974,18 +2023,16 @@ struct ImGuiContext bool DebugShowGroupRects; // Shared stacks - ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() - ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. - - int BeginMenuCount; + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. // Viewports ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. @@ -1993,11 +2040,14 @@ struct ImGuiContext // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiActivateFlags NavActivateFlags; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). ImGuiKeyChord NavJustMovedToKeyMods; @@ -2044,6 +2094,7 @@ struct ImGuiContext float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; ImVec2 NavWindowingAccumDeltaPos; ImVec2 NavWindowingAccumDeltaSize; @@ -2107,6 +2158,8 @@ struct ImGuiContext ImGuiInputTextDeactivatedState InputTextDeactivatedState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + int BeginMenuDepth; + int BeginComboDepth; ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for @@ -2163,6 +2216,7 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) ImGuiDebugLogFlags DebugLogFlags; ImGuiTextBuffer DebugLogBuf; ImGuiTextIndex DebugLogIndex; @@ -2190,6 +2244,7 @@ struct ImGuiContext int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; ImGuiContext(ImFontAtlas* shared_font_atlas) { @@ -2235,6 +2290,7 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -2257,12 +2313,13 @@ struct ImGuiContext CurrentFocusScopeId = 0; CurrentItemFlags = ImGuiItemFlags_None; DebugShowGroupRects = false; - BeginMenuCount = 0; NavWindow = NULL; NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; NavJustMovedToKeyMods = ImGuiMod_None; NavInputSource = ImGuiInputSource_Keyboard; NavLayer = ImGuiNavLayer_Main; @@ -2290,6 +2347,7 @@ struct ImGuiContext NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; DimBgRatio = 0.0f; @@ -2318,6 +2376,7 @@ struct ImGuiContext MouseStationaryTimer = 0.0f; TempInputId = 0; + BeginMenuDepth = BeginComboDepth = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditCurrentID = ColorEditSavedID = 0; ColorEditSavedHue = ColorEditSavedSat = 0.0f; @@ -2376,6 +2435,7 @@ struct ImGuiContext FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempKeychordName, 0, sizeof(TempKeychordName)); } }; @@ -2425,6 +2485,7 @@ struct IMGUI_API ImGuiWindowTempData int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + ImU32 ModalDimBgColor; // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. @@ -2528,6 +2589,7 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) @@ -2859,7 +2921,7 @@ struct IMGUI_API ImGuiTableTempData { int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used - float AngledheadersExtraWidth; // Used in EndTable() + float AngledHeadersExtraWidth; // Used in EndTable() ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; @@ -2941,6 +3003,7 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } @@ -3094,11 +3157,13 @@ namespace ImGui IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavHighlightActivated(ImGuiID id); IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); IMGUI_API void NavRestoreHighlightAfterMove(); IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); // Focus/Activation // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are @@ -3115,7 +3180,8 @@ namespace ImGui inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } - inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); } + inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord); inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; @@ -3129,7 +3195,7 @@ namespace ImGui IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } - IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); @@ -3186,8 +3252,9 @@ namespace ImGui // - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect. // - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects. IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord); IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); - IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0 IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); @@ -3238,7 +3305,7 @@ namespace ImGui IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); - IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f); + IMGUI_API void TableAngledHeadersRowEx(float angle, float max_label_width = 0.0f); // Tables: Internals inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } @@ -3316,7 +3383,7 @@ namespace ImGui IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); - IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); @@ -3421,7 +3488,6 @@ namespace ImGui IMGUI_API void DebugBreakClearData(); IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); - inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); @@ -3448,13 +3514,12 @@ namespace ImGui inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 - // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' - // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP) - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! diff --git a/imgui_tables.cpp b/imgui_tables.cpp index eab542d8..29998690 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (tables and columns code) /* @@ -24,8 +24,9 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. //----------------------------------------------------------------------------- // [SECTION] Commentary @@ -227,6 +228,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked @@ -498,7 +500,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->DeclColumnsCount = table->AngledHeadersCount = 0; if (previous_frame_active + 1 < g.FrameCount) table->IsActiveIdInTable = false; - temp_data->AngledheadersExtraWidth = 0.0f; + table->AngledHeadersHeight = 0.0f; + temp_data->AngledHeadersExtraWidth = 0.0f; // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); @@ -1066,6 +1069,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + const float previous_instance_work_min_x = column->WorkMinX; column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); @@ -1118,8 +1122,22 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables - column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; - column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + if (table->InstanceCurrent == 0) + { + column->ContentMaxXFrozen = column->WorkMinX; + column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->WorkMinX; + column->ContentMaxXHeadersIdeal = column->WorkMinX; + } + else + { + // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation. + const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x; + column->ContentMaxXFrozen += offset_from_previous_instance; + column->ContentMaxXUnfrozen += offset_from_previous_instance; + column->ContentMaxXHeadersUsed += offset_from_previous_instance; + column->ContentMaxXHeadersIdeal += offset_from_previous_instance; + } // Don't decrement auto-fit counters until container window got a chance to submit its items if (table->HostSkipItems == false) @@ -1240,7 +1258,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight); const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) @@ -1344,7 +1362,7 @@ void ImGui::EndTable() max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); if (table->ResizedColumn != -1) max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); - table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth; + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; } // Pop clipping rect @@ -1462,7 +1480,7 @@ void ImGui::EndTable() } else if (temp_data->UserOuterSize.x <= 0.0f) { - const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } @@ -1567,6 +1585,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo } // Store name (append with zero-terminator in contiguous buffer) + // FIXME: If we recorded the number of \n in names we could compute header row height column->NameOffset = -1; if (label != NULL && label[0] != 0) { @@ -1889,7 +1908,7 @@ void ImGui::TableEndRow(ImGuiTable* table) if (is_visible) { // Update data for TableGetHoveredRow() - if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2) + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0) table_instance->HoveredRowNext = table->CurrentRow; // Decide of background color for the row @@ -2154,6 +2173,8 @@ void ImGui::TableEndCell(ImGuiTable* table) // - TableSetColumnWidthAutoAll() [Internal] // - TableUpdateColumnsWeightFromWidth() [Internal] //------------------------------------------------------------------------- +// Note that actual columns widths are computed in TableUpdateLayout(). +//------------------------------------------------------------------------- // Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) @@ -2927,6 +2948,7 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) // [SECTION] Tables: Headers //------------------------------------------------------------------------- // - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] // - TableHeadersRow() // - TableHeader() // - TableAngledHeadersRow() @@ -2958,7 +2980,7 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth() if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); - return width + g.Style.CellPadding.x * 2.0f; + return width + g.Style.CellPadding.y * 2.0f; // Swap padding } // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). @@ -3082,7 +3104,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -3180,25 +3202,25 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. - const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize; - const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y); - const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); + const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f; + const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y)); table->AngledHeadersHeight = row_height; table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right // Declare row, override and draw our own background TableNextRow(ImGuiTableRowFlags_Headers, row_height); TableNextColumn(); + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2); table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); float clip_rect_min_x = table->BgClipRect.Min.x; if (table->FreezeColumnsCount > 0) clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns - draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns - const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height); const ImGuiID row_id = GetID("##AngledHeaders"); ButtonBehavior(row_r, row_id, NULL, NULL); KeepAliveID(row_id); @@ -3209,7 +3231,9 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) highlight_column_n = table->HoveredColumnBody; + // Draw background and labels in first pass, then all borders. float max_x = 0.0f; + ImVec2 padding = g.Style.CellPadding; // We will always use swapped component for (int pass = 0; pass < 2; pass++) for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { @@ -3231,25 +3255,45 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg)); if (column_n == highlight_column_n) draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover - //draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f); max_x = ImMax(max_x, bg_shape[3].x); - // Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset) - // FIXME: May be worth tidying up all those operations to make them easier to understand. + // Draw label + // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset. + // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated. const char* label_name = TableGetColumnName(table, column_n); - const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY); - ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY)); - ImVec2 label_size = CalcTextSize(label_name, NULL, true); - ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY); - int vtx_idx_begin = draw_list->_VtxCurrentIdx; - RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size); - //if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); } - int vtx_idx_end = draw_list->_VtxCurrentIdx; + const char* label_name_end = FindRenderedTextEnd(label_name); + const float line_off_step_x = g.FontSize / -sin_a; + float line_off_curr_x = 0.0f; + while (label_name < label_name_end) + { + const char* label_name_eol = strchr(label_name, '\n'); + if (label_name_eol == NULL) + label_name_eol = label_name_end; - // Rotate and offset label - ImVec2 pivot_in = label_r.GetBL(); - ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f)); - ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + // FIXME: Individual line clipping for right-most column is broken for negative angles. + ImVec2 label_size = CalcTextSize(label_name, label_name_eol); + float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symetrical but hide more text. + float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x); + ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height)); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_x += line_off_step_x; + pivot_out += unit_right * padding.y; + if (flip_label) + pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x)); + pivot_out.x += flip_label ? line_off_curr_x - line_off_step_x : line_off_curr_x; + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x); + label_name = label_name_eol + 1; + } } if (pass == 1) { @@ -3259,7 +3303,7 @@ void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) } PopClipRect(); PopClipRect(); - table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); + table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); } //------------------------------------------------------------------------- diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index e3f420a2..7dc52bb7 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90.1 +// dear imgui, v1.90.6 WIP // (widgets code) /* @@ -75,6 +75,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked @@ -122,9 +123,9 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -477,6 +478,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Frame N + RepeatDelay + RepeatRate*N true true - true //------------------------------------------------------------------------------------------------------------------------------------------------- +// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -597,9 +601,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.NavDisableHighlight = true; } - // Gamepad/Keyboard navigation - // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + // Gamepad/Keyboard handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover) if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) hovered = true; if (g.NavActivateDownId == id) @@ -621,8 +625,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool pressed = true; SetActiveID(id, window); g.ActiveIdSource = g.NavInputSource; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; } } @@ -666,13 +672,19 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { // When activated using Nav, we hold on the ActiveID until activation button is released - if (g.NavActivateDownId != id) + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else ClearActiveID(); } if (pressed) g.ActiveIdHasBeenPressedBefore = true; } + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + if (out_hovered) *out_hovered = hovered; if (out_held) *out_held = held; @@ -966,7 +978,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); - SetHoveredID(id); bool seek_absolute = false; if (g.ActiveIdIsJustActivated) @@ -1278,12 +1289,15 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over if (!ItemAdd(bb, 0)) return; - // Render + // Out of courtesy we accept a NaN fraction without crashing fraction = ImSaturate(fraction); + const float fraction_not_nan = (fraction == fraction) ? fraction : 0.0f; + + // Render RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); - const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction_not_nan), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction_not_nan, style.FrameRounding); // Default displaying the fraction as percentage string, but user can override it char overlay_buf[32]; @@ -1774,7 +1788,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // This is essentially a specialized version of BeginPopupEx() char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth // Set position given a custom constraint (peak into expected window size so we can position it) // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? @@ -1801,12 +1815,15 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above return false; } + g.BeginComboDepth++; return true; } void ImGui::EndCombo() { + ImGuiContext& g = *GImGui; EndPopup(); + g.BeginComboDepth--; } // Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements @@ -1982,7 +1999,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void* // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() -// - DataTypeApplyOpFromText() +// - DataTypeApplyFromText() // - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision @@ -3413,7 +3430,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) @@ -3458,6 +3475,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + flags |= (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint; bool value_changed = false; if (p_step == NULL) @@ -3903,9 +3921,8 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) { - IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) @@ -3920,7 +3937,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } - if (input_source != ImGuiInputSource_Clipboard) + if (input_source_is_clipboard == false) { // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) if (c == 127) @@ -3936,7 +3953,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im return false; // Generic named filters - if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))) { // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. @@ -3946,7 +3963,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. ImGuiContext& g = *ctx; const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint; - if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific)) + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) if (c == '.' || c == ',') c = c_decimal_point; @@ -4175,27 +4192,32 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf); const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); const bool init_state = (init_make_active || user_scroll_active); - if ((init_state && g.ActiveId != id) || init_changed_specs) + if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf) { // Access state even if we don't own it yet. state = &g.InputTextState; state->CursorAnimReset(); + state->ReloadUserBuf = false; // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) InputTextDeactivateHook(state->ID); - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode) const int buf_len = (int)strlen(buf); - state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. - memcpy(state->InitialTextA.Data, buf, buf_len + 1); + if (!init_reload_from_user_buf) + { + // Take a copy of the initial buffer value. + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + } // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? - bool recycle_state = (state->ID == id && !init_changed_specs); + // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf); if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) recycle_state = false; @@ -4220,7 +4242,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ stb_textedit_initialize_state(&state->Stb, !is_multiline); } - if (!is_multiline) + if (init_reload_from_user_buf) + { + state->Stb.select_start = state->ReloadSelectionStart; + state->Stb.cursor = state->Stb.select_end = state->ReloadSelectionEnd; + state->CursorClamp(); + } + else if (!is_multiline) { if (flags & ImGuiInputTextFlags_AutoSelectAll) select_all = true; @@ -4250,6 +4278,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_Enter, id); + SetKeyOwner(ImGuiKey_KeypadEnter, id); SetKeyOwner(ImGuiKey_Home, id); SetKeyOwner(ImGuiKey_End, id); if (is_multiline) @@ -4259,8 +4289,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - SetShortcutRouting(ImGuiKey_Tab, id); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -4389,11 +4417,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) - if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); + if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat)) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) + state->OnKeyPressed((int)c); + } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat)) + { + } + */ } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) @@ -4408,7 +4445,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (c == '\t') // Skip Tab, see above. continue; - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) state->OnKeyPressed((int)c); } @@ -4491,7 +4528,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) state->OnKeyPressed((int)c); } } @@ -4558,7 +4595,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { unsigned int c; s += ImTextCharFromUtf8(&c, s, NULL); - if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -6308,7 +6345,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact; if (display_frame) { // Framed type @@ -6611,7 +6648,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } if (g.NavId == id) - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns) { @@ -6895,6 +6932,7 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); RenderText(label_pos, label); window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + AlignTextToFramePadding(); } BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); @@ -7491,6 +7529,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) PopItemFlag(); bool want_open = false; + bool want_open_nav_init = false; bool want_close = false; if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { @@ -7533,8 +7572,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) want_open = true; if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { - want_open = true; + want_open = want_open_nav_init = true; NavMoveRequestCancel(); + NavRestoreHighlightAfterMove(); } } else @@ -7566,13 +7606,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { - // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. + // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame. OpenPopup(label); } else if (want_open) { menu_is_open = true; - OpenPopup(label); + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); } if (menu_is_open) @@ -7584,6 +7624,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) PopStyleVar(); if (menu_is_open) { + // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do: + // Perform an init request in the case the popup was already open (via a previous mouse hover) + if (want_open && want_open_nav_init && !g.NavInitRequest) + { + FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal); + NavInitWindow(g.CurrentWindow, false); + } + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) g.LastItemData = last_item_in_parent;